Today we’re going to take a look at the two most recent Starfinder Society Scenarios that are currently available for purchase, and let you know we thought. Although you’ll find references to events in each that I liked or disliked, and comments about specific characters, these scenarios are not explored in detail. It’s not my intention to spoil the events in these scenarios, or give summaries and full reviews, but to share my opinions and provide recommendations. That said, if you want to avoid even minor spoilers I recommend you check out a different article. Whether you intend to use them in home games of the Starfinder Roleplaying Game, sanctioned scenarios for use with the Starfinder Society Organized Play, or just want to read a nifty new adventure, we’ve got you covered! So sit back, and get ready to explore the Pact Worlds!
Scenario #1-16: Dreaming of the Future is a Tier 1-4 adventure written by Natalie Kertzner, Nate Wright, Sasha Lindley Hall, and Tineke Bolleman. Unlike most scenarios, this is a Quest. Each quest contains multiple one-hour long adventures that link together to form a cohesive story. These four quests send the PCs across the Pact Worlds. It begins in Absalom Station, but also visits Aballon, the Diaspora, Liavara and Verces. This scenario has the Repeatable tag, which means that you can play this scenario once per character (as opposed to once per player). One of the Quests, ‘River Rat,’ features Starship combat. This scenario tasks the PCs with unravelling the mysterious visions of a Liavaran Dreamer (Whisperer of Solar Winds) who works for the Starfinder Society, and obtaining three fragments of a sandstone tablet. Together, this tablet is thought to unlock a variety of tools and relics from a Pre-Gap Liavaran Dreamer, which will empower and enhance Whisperer of Solar Winds’ prophetic dreams. Maybe. The only recurring cameo from previous scenarios is from Venture Captain Arvin.
Ikeshti Congregant Merthinett from SFS #1-16: Dreaming of the Future. Illustrated by Nicolas Espinoza. Art courtesy of Paizo Inc.
This Quest works great as an introductory adventure for new players and GMs. It has lots of helpful hints throughout it, some fun player handouts, and is a real tour de force of the different kinds of scenarios you might play in the Starfinder Society. The first three quests can be completed in any order, although the fourth quest is the culmination of the previous three and should be done last. The first Quest is entitled ‘Megaplex’ and is set in the Towershadow region of the Megaplex settlement of ‘Striving’ on Aballon. This is a pretty straightforward Quest which involves a battle in and around cramped spaces, and some negotiation. It’s quite brief in feel, and was probably the Quest I enjoyed least. That being said, it’s also the easiest of the Quests to run and play through, so if you’re a new GM or player I highly recommend starting with this one! Megaplex utilizes Starfinder Flip-Mat: Urban Sprawl. The second Quest is entitled ‘River Rat’ and is set in the asteroid belt known as the Diaspora. It features a very strategic, unique starship combat which I really, really enjoyed. To make it even better, there’s some great opening social interactions you can engage in with your opponents before the battle. It was lovely to see! River Rat utilizes Starfinder Flip-Mat: Basic Starfield. The third Quest is entitled ‘Bad Chameleon’ and takes place in the sector of Verces’ Ring of Nations known as Vanos. This area is known for it’s high-end nightlife. In this scenario you’ll need to blend in among the wealthy clientele of this neighbourhood, and perform a heist. It’s very free-form, and really allows players to be creative. It has some fun social encounters and a delightfully foul enemy, with some creepy artwork which really made it memorable. I really enjoyed this quest. It makes use of the Starfinder Flip-Mat: Cantina. The final Quest is entitled ‘Nightmare,’ and is a lovely little delve into a ruin where you can utilize your tablet pieces and achieve your goals. If you can get past the obstacles contained within! Nightmare takes place on Praehan, one of the moons of Liavara. In addition to being a ‘dungeon delve’ style of adventure, it also features a bunch of awesome environmental hazards. You’ll have to deal with weather, atmosphere, gravity, and attempt to swim through liquid methane (which is much harder than it sounds). It has an exciting enemy with a great premise, stats, and art which serves as a wonderful climax to this adventure. I thought it was awesome. It utilizes Pathfinder: Flip Mat: Tech Dungeon. Overall, I really enjoyed this series of Quests, and highly recommend it — especially for newer players. I give it four out of five stars.
Prima from SFS #1-17: Reclaiming the Time-Lost Tear. Illustrated by Graey Erb. Art courtesy of Paizo Inc.
Scenario #1-17: Reclaiming the Time-Lost Tear is a Tier 5-8 adventure written by Larry Wilhelm. Yes, you read that right. Tier 5-8! It takes place on the scorching hot, barren moon called Repository, which orbits a planet in the Vast called Izal-4. There you’ll explore a dangerous complex filled with ancient, advanced alien technology. This scenario has the Faction (Second Seekers [Luwazi Elsebo]) tag, and continues the ongoing Scoured Stars storyline. It does not feature starship combat. This scenario tasks the PCs with acquiring a mysterious key that will lower the barrier around the Scoured Stars. It builds directly off of events that happened in Scenario #1-13: On the Trail of History, which in turn builds off events that happened in Scenario #1-11: In Pursuit of the Scoured Past. I highly recommend you play both of those scenarios before this one. As for the scenario itself? I really enjoyed it. But, beware! This scenario is challenging! It’s got some good environmental challenges, makes use of an interesting new kind of radiation, fun battles, cool traps, and has a great pay off in the end. There was also some interesting back-plot that you can unravel as you progress, which I always enjoy. This scenario features two custom maps, and no flip-mats. I give this scenario four out of five stars!
I hope you enjoyed taking a look at this months new Starfinder Society Scenarios with me! I certainly enjoyed reading them. Tune in later this week for out look at the new Pathfinder Society Scenarios!
Today on d20 Diaries we’re taking a look at one of the wonderful new products that came out just last month: Pathfinder Player Companion: Blood of the Ancients. We recently picked it up for my husband as a Father’s Day gift, and we couldn’t be happier! Curious what’s inside? Take a peek!
Blood of the Ancients is a thin softcover book that is 32 pages long. As with every book from the Pathfinder Player Companion line, it’s aimed at players. You won’t find secrets and hidden lore in this baby. You’ll find player options. Lots of them. This includes archetypes, feats, traits, spells and gear, as well as other class options like bloodlines, discoveries and so on. And flavour! Plenty of flavour!
Wonderful stuff!
So what is Blood of the Ancients, anyway? In short: character options that are tied to the ancient civilization of Golarion. Which ones? A lot! Azlant, Celwynvian, Jistka Imperium, Lirgen, Lung Wa, Ninshabur, Osirion, Sarkoris, Shory, Tar Taargadth, Tekritanin League, Thassilon and Yamasa. See? A lot! Let’s start at the beginning, shall we?
The cover showcases the iconic oracle, Alahazra, and the iconic investigator, Quinn, battling caryatid columns, in some awesome artwork by Setiawan Lie. The inside cover features a map of the Inner Sea with the dates and locations of some of the ancient civilizations mentioned in this book. I say ‘some’ because they’re not all here. Thassilon, Sarkoris, and Tekritanin are not featured on the map but are mentioned in this book. The rest are present, although Lirgen and Yamasa are included as one unit based on their location.
Past the map we come to the introduction. Here you’ll find a rundown of some of the ancient civilizations of Golarion, as well as which books you’ll need to read for further information. This is SUPER handy. I love it. There’s also a handy rules index to help you navigate this book easily.
After this we come to the first character options: the vestige bloodline, which is available for both sorcerers and bloodragers. These are very flavourful, adaptable bloodlines, capable of showing descent from any ancient civilization. Both are pretty cool, but I think I like the bloodrager better. Their final ability allows them to summon a ghostly army from the past. How cool is that? Pretty hard to top.
The next two pages are dedicated to a single feat: ‘ancient tradition.’ This allows people who are so dedicated to embodying their ancient civilization of choice to perform a ritual in order to gain a benefit. At later levels, this also unlocks spell-like abilities that you can use. That’s right, it’s ‘deific obedience‘ for an ancient civilization. Historians rejoice! Now, it should be noted that not every civilization touched on in this book has an entry for this feat. Those that do are Azlant, Jistka Imperium, Lung Wa, Ninshabur, Osirion, Sarkoris, Shory, Tar Targaadth and Thassilon. For those of you trying to figure it out, those not included are Celwynvian, Lirgen, Tekritanin and Yamasa. I particularly enjoyed the Azlant, Lung Wa, and Shory options.
The first ancient civilization focused on is the ‘Abendego Gulf,’ which is more correctly a region home to two different but intertwined cultures: Lirgen and Yamasa. Both cultures heavily relied on divinations drawn from the movements of celestial bodies. That means astronomy, astrology, and portents were all very important to them. This section offers three new feats all based around astrology, two traits (one each for Lirgen and Yamasa), and three archetypes. The feats were interesting, but quite niche. The traits were both really useful but, as they’re regional traits only available to descendants of Lirgen or Yamasa, they’re not going to see a ton of play. Still, I suggest checking out ‘naturalist’ for survivors, and ‘stargazer’ for intellectuals. ‘Chart caster’ is a mesmerist archetype which lets you enigmatically read your ally’s future with the aid of star charts. It looks quite fun. The ‘lawspeaker’ archetype for clerics lets you sacrifice channel energy uses in order to cast some pretty nifty spells which let you… get to the heart of any matter. And lastly, ‘hinyasi’ is a brawler archetype which revolves around the use of improvised weapons. This one turned out to be my favourite, so I highly recommend you give it a read! For more information on the nations of Lirgen and Yamasa, check out Pathfinder Campaign Setting: Lost Kingdoms.
Next up? Azlant. This two-page section offers up one archetype: ‘ioun kineticist,’ which is… exactly what it sounds like. Unleash the power of these classic floating gems upon your enemies as an aether kineticist! I loved it! Haha. Seriously. ‘Gem magic’ of all kinds fascinated me as a kid, so I’m thrilled to see something new on that theme. After this there are five faith traits focused on the deities of Ancient Azlant. They were all really cool. I particularly enjoyed ‘fruits of your labor (Jaidi)‘, and ‘planar wayfarer (Onos).‘ For further details on the gods of Azlant you’ll need to pick up Pathfinder Adventure Path 123: The Flooded Cathedral (Ruins of Azlant Book 3 of 6). For further details on Azlant you can check out Pathfinder Campaign Setting: Inner Sea World Guide and the rest of the Ruins of Azlant Adventure Path (which begins with Book One: The Lost Outpost).
The next section is two pages dedicated to the ways of ancient elves. More specifically, these character options focus on protecting, helping, and sheltering others. The first option is the ‘arcane warden‘ archetype for wizards, which is both awesome and understated. Arcane wardens must be universalists. They have a very useful selection of skills and bonus feat to choose from which is different than your standard wizard, and some nifty unique abilities that replace the standard universalist options. I really recommend giving this archetype a read, and then coming back to it a few minutes later to read it again. I think I would really enjoy making one. After the archetype there are three new spells: ashen path, brightest night, and shared training. Although ashen path is arguably the most useful of these spells, I enjoyed shared training the most. It can allow spellcasters to make good use of teamwork feats, which is certainly quirky. For more information on the way of life for ancient elves, check out Adventure Path 15: The Armageddon Echo (Second Darkness Book 3 of 6).
Leaving the elves behind, we come to four pages on the Jistka Imperium. This treasure trove features a whopping four archetypes, two magical items, two spells and two traits. My favourite options in this section were definitely the ‘antiquarian’ investigator archetype, which replaces their formula book with a collection of religious trinkets, and the ‘Jistkan artificer’ magus archetype which lets you have an awesome golem arm. Yeah! I’m definitely going to play this! As soon as I can think of a wicked character concept that is not a Fullmetal Alchemist rip off…
It’s going to be a blast.
There’s also the ‘Jistkan magistrate‘ archetype for warpriests, and the ‘Poleiheira adherent‘ archetype for wizards. Items include the ‘golem gauntlet‘ and the ‘tablet of arustun,‘ spells include ‘skim’ and ‘summon ship.’ Both of the traits were very cool, but my favourite turned out to be ‘magical aptitude,’ which is a magic trait. For more information of the Jistka Imperium, check out Pathfinder Campaign Setting: Lost Kingdoms.
Up next is Imperial Lung Wa, which also has four pages dedicated to it. Contained within are three archetypes, five feats, three magical items, and three traits. My favourite of the archetypes was the ‘ironbound sword‘ for samurai, which focuses on non-lethal combat. There is also the ‘jinyiwei’ for investigators, which is centred around the divinely guided search for corruption; and the ‘imperial agent’ vigilante archetype. I had a really hard time narrowing down the five feats to only one favourite, so instead, I recommend checking out all three of my top picks which are centred around mundane healing: ‘acupuncture specialist,’ ‘incredible healer,’ and ‘pathologist.’ Read them! The magical items were interesting, but two of them were quite pricey. For traits, be sure to check out the social trait ‘excellent penmanship.’ For more information on Lung Wa, check out Pathfinder Campaign Setting: Dragon Empires Gazetteer.
We return to the Inner Sea with a two-page entry on Ninshabur, a nation known for battling the Spawn of Ravagug. Yeah. Wouldn’t have wanted to mess with those guys… This entry offers us a new legendary marshal spirit for mediums to make use of. It also has two new rituals, ‘spiritual investment‘ for combatting the incorporeal, and the incredibly powerful ‘seal.’ But, my favourite part of the entry was the slayer archetype, ‘spawn slayer.’ These daring fellows specialize in combats waged against one, big, powerful enemy. Badass. For more information on Ninshabur check out Pathfinder Campaign Setting: Mythic Realms.
Up next is the Shory. This is one of my favourite ancient civilizations from Golarion. Considering they’re a nation who lived in flying cities, who can blame me? But, that also means I have pretty high expectations. I want to be blown away! (Pun intended). To start with, it features my favourite art in the book. Go ahead and check out that windblown mage! She looks rocking!
The Shory section features three fun archetypes, only one of which is a spellcaster, which is a nice surprise. ‘Aeromancer’ is an arcanist archetype that focuses not only on air magic, but also on cold, electricity and sonic spells. In addition to being able to increase the effectiveness of such spells, they also learn two snazzy arcanist exploits, one of which allows you to use air walk and wind wall on yourself, and the other which lets you make cones of hurricane force winds. I think I’d enjoy this one! ‘Aerochemist’ is an short alchemist archetype whose mutagen can make them buoyant (and at higher levels can make them fly, or walk on air) and who specialize in attacking from above. Lastly, we have a fighter archetype called the ‘aerial assaulter‘ who focuses on attacking from higher ground. This is particularly effective for characters capable of flight. Coupled with the four new aerial feats in this section, you could have a lot of fun with this archetype. Of those feats, ‘turbulent takeoff‘ and ‘aerial roll‘ turned out to be my favourites. There’s also three spells in this section (check out ‘symbol of storms‘), and four traits. Spellcasters should take a peek at the magic trait ‘aeromantic affinity‘, while those interested in flight should give the combat trait ‘natural flier‘ a read. For more information on the Shory civilization, check out Pathfinder Adventure Path 83: The Slave Trenches of Hakotep (Mummy’s Mask Book 5 of 6).
From the lofty heights of the skies, we head down to the ground, with two pages on Tar Taargadth. These dwarves come bearing a new fighting style called ‘Skyseeker’ which focuses on defeating opponents bigger than yourself. There’s also three new magical items, two traits and a bard archetype. For items, definitely check out the ‘figurine of the wondrous forge‘ which is a must have for any mobile smiths. Very cool! As for traits, both are awesome, but I’d recommend ‘Tar Taargadth trained.’ ‘Dwarven scholar‘ is an interesting combat-focused bard archetype that gains some extra proficiencies, bonus combat feats, and can grant your combat feats to your allies. Plus? It runs off of Wisdom instead of Charisma. Very cool! Fort more information on Tar Taargadth check out the Pathfinder Campaign Setting: Inner Sea World Guide.
The last two pages in the book offer us a few more character options, from three different cultures. Ancient Osirion gives us two new paladin codes, one for followers of Osiris, and one for followers of Wadjet. For more information on Ancient Osirion be sure to read Pathfinder Campaign Setting: Osirion, Legacy of Pharoahs. Sarkoris provides us with three new bardic performances that focus around the telling of epic tales! I’d recommend ‘The Tragedy of False Hope‘ which renders your opponents flat footed. For more information on Sarkoris, pick up Pathfinder Campaign Settings: Lost Kingdoms. Lastly, The Tekritanin League gives us one final archetype: ‘Tekritanin Arbiter’ is an investigator archetype which makes you an expert in the use of language and diplomacy. For more information on the Tekritanin League, check out the Pathfinder Campaign Setting: Inner Sea World Guide.
And that’s it. We’ve reached the end of Pathfinder Player Companion: Blood of the Ancients. Hopefully, this article has helped you decide if this is a book you want to invest in. I know we’re happy with it. In the end, my favourite options turned out to be the ‘ioun kineticist,’ ‘arcane warden,’ and ‘Jistkan artificer’ archetypes, the healing feats from Lung Wa, and the flying feats from Shory.
Already have a copy of this book? Let us know your favourites! We’d love to hear from you.
As you may have heard, the latest issue of Wayfinder Magazine was recently released. Wayfinder is full of fan-created content for the Pathfinder Roleplaying Game, and is a free download on Paizo’s website. Over the years they’ve made an astounding 18 issues of Wayfinder, as well as a Bestiary! Nearly every issue has a theme, with this latest one being Fey and the First World! So whether you you’re a fan of the fey, or a fan of free, I highly suggest you give this little gem a chance!
But, what’s inside it anyway? A lot! At around 75 pages for each issue, that’s a lot of free stuff! The articles inside offer new player races, archetypes, feats and spells. As well as new equipment, both magical and mundane. In addition to player options, there’s plenty for GMs with adventure ideas, plot hooks, characters that can be used as allies or enemies, unique monsters, and even short adventures. Both players and GMs can make use of a ton of locations, personalities and gazetteers that are described throughout. To round things out there’s also songs, poetry, and fiction. And let’s not forget the awesome art!
There was a lot that I loved inside Wayfinder 18. My favourite archetype was the ‘Bogeykin,’ a spiritualist who has formed a bond with a dead bogeyman that urges her to sow terror! This archetype is written by Calder CaDavid, features art by Adam Munger, and can be found on page 26.
For spells, check out ‘liar’s light,’ ‘mother’s embrace,’ and ‘seneschal’s rebuke,’ all of which are inspired by Eldest of the First World, and can be found on pages 34-35. These spells are written by Jason Daugherty and Wojciech “Drejk” Gruchala, while the art in that article is by Jess Door.
I’m not a big fan of style feats, so imagine my surprise when my favourite feats all turned out to be styles! I’d suggest giving both the ‘Cold Iron Style’ (page 37) and the ‘Quickling Style’ (page 50) feat trees a read. These are written by Stewart “Reduxist” Moyer, and Matt “Helio” Roth, with art by John Bunger.
If it’s gear you’re interested in, be sure to check out the ‘living spear,‘ a +3 living wood called spear which is home to a dryad! This sure-to-be-fun weapon is on page 39. If you’re a worshipper of the Lantern King, then you should also check out the ‘vagabond’s cloak,’ found on page 40.
There are a lot of cool new creatures inside, but my favourites turned out to be the poppy leshy, a CR 1/2 creature found on page 65-66 which has adorable artwork. I also love the zolavoi, a somber little CR 5 creature found on page 67-68.
My favourite campaign inspiration was a plot hook on page 48 entitles ‘Rise of the Gerbie,’ which was written by Amanda Plageman and features art by Adam Munger. I also adored the article entitled ‘Sailing Across Eternity: Locales and Personages of the Sea Without a Shore‘ on page 54. Written by Matt Roth, with art by Fil Kearney, this is a mini gazetteer which takes a look at a few super unique settlements located within the Sea Without a Shore.
My children also enjoyed the Wayfinder Magazine. My daughter’s favourite part was an article on how animal companions can become altered by the First World. This is in no small part due to the wonderful art of a rabbit shooting fairies out of it’s mouth by Beatrice Pelagatti. The article itself is written by Calder CaDavid and features a ton of cool, creative ideas. I’m sure my daughter will be using some in the near future.
Meanwhile, my son’s favourite part was an article about the unintended side effects of bartering with fey. I highly suggest you check it out for yourself on page 14. Entitled ‘First World Trade,’ it’s written by Taylor Hubler, and features art by Jeremy Corff. It’s hilarious!
Want some more Wayfinder? Be sure to check out their many, many other issues on Paizo’s website!
Want to contribute to the next Wayfinder issue? You can! The next issue’s topic is Stafinder: Absalom Station! Head on over to the Paizo message boards, here, for more information on how and what you can submit! Each person is only allowed three potential submissions, so send your best! My children have both already submitted a creature each for consideration, while I’ve penned a ‘Weal or Woe’ article which I’ve submitted for consideration. I’ve also got an archetype and a theme in the works, but we’ll keep those under wraps for now. If you don’t own them, be sure to pick up the Starfinder Core Rulebook, and Starfinder Roleplaying Game: Pact Worlds before penning your submissions. Best of luck!
I hope you’ve enjoyed checking out the contents of the latest Wayfinder with me. If you happen to have contributed to it: Thanks! And if you’re thinking of applying for the next issue: I wish you the best of luck!
My husband, my children and I headed out for a trip to our local game shop. There’s a few places you can go in Winnipeg for RPG products, but our shop of choice is Game Knight Games and Cool Stuff. It’s a bit of a trek to get there, two buses and at least an hour and a half of travel time for us, but it has a great selection of RPGs, board games, miniatures, and collectible card games. They also have a spacious game space. It’s a wonderful store. The buses were accommodating, and we made good time. In no time at all we headed inside and perused the goodies on offer. There was quite a selection! Over ten books to choose from, but with only one per customer. Luckily, there were four of us.
Deciding we should pick out our purchases before picking up our free RPG books, we spread out around the store to browse.
For Father’s Day, we wanted to get my husband a book of his choice, so we set him loose on the store. He ended up choosing Pathfinder Player Companion: Blood of the Ancients. Those of you who follow this blog will know that I’ve been dying to get my hands on this awesome new release, so we were very pleased with his decision. Haha.
My kids also got a small budget of five dollars to spend on themselves. Not much, I know, but they accepted the challenge with enthusiasm. My daughter fell in love with a set of pink dice, which was too expensive. As she agonized over the cost and attempted to convince me she would empty out her piggy bank (which contains about two dollars) to make up the difference, my son browsed the boxed minis. All too expensive, of course. So, the three of us moved on to the singles cabinet. They looked over the plastic pre-painted minis, and squealed over all the expensive ones. They each found a mini they liked, but we moved on too keep browsing. In the end, they pooled their budget and picked out three boxes of unpainted miniatures. Pathfinder Goblin Pyros (89002), Dragoth (Dark Heaven Bones, 77201) and Shadow Hound (Dark Heaven Bones, 77366) which is a lovely clear purple colour.
With our purchases in hand we headed over to peruse the Free RPG books up for offer. As already mentioned, there were a lot of cool choices, most of which we didn’t know anything about. Exciting!
My six-year old daughter immediately scampered over to the table and swept up Skitter Shot! While I grabbed We Be 5upergoblins! This left my son and my husband a bevy of books to browse. In the end, my husband settled on a book for Numenéra, which he had heard good things about. My son fell in love with the maps inside a Dungeon Crawl Classics book, so he hugged it close, I paid for our products and left.
We took a walk down the road for lunch to eat at a local Mexican restaurant called Carlos and Murphy’s, which everyone enjoyed, and then headed home for the best part: reading them. In short: they were awesome!
Dungeon Crawl Classics, by Goodman Games, came with basic rules and character details for making characters of up to second level, as well as character creation rules and two different adventures. One for level 0, entitled ‘The Portal Under the Stars,’ and one for level 2 entitled ‘Man-Bait for the Soul Stealer.’ This game has a definite old-school D&D feel to it. Also, it’s SUPER deadly. You roll up a bunch of meek peasants and hopefully one of them will survive long enough to reach level 1 where they can choose a class. The random character creation rules were quite fun, and the adventures were entertaining. My son loved all the black and white artwork in this book — of which there was a lot! He also loved the maps. All in all, it’s not my cup of tea, but as a family we liked the system — especially my son. He’s super excited to get to put it on his bookshelf, instead of mine. For the full rulebook, pick up: Dungeon Crawl Classics .
‘Ashes of the Sea’ is a complete adventure for the Numenera Corebook, which uses the Cypher System and is published by Monte Cook Games. The adventure is written by Sean K. Reynolds. Chances are, both of those names are familiar to you. Haha. In addition to containing the adventure, it also contains details on the setting, some of the rules, a mini-bestiary, a link to a collection of pre-generated characters. It also comes with a nifty coupon that could earn you a second free adventure if you purchase a Numenéra sourcebook from the same store you got the Free book from. A pretty solid pay off! We really enjoyed the Cypher System, although it will certainly take some getting used to. I also like that the focus of the game is discovery. Not battle or influence. Discovery. I feel like it’s going to be very character and role play driven. I can’t wait to give it a try.
‘We Be 5upergoblins!‘ is a level 6 Pathfinder Module written by Crystal Frasier. It’s the fifth instalment in the much beloved ‘We Be Goblins’ series. It should go without saying — but I’ll say it anyway — that this adventure was AWESOME. Hilarious. Entertaining. I burst out laughing many times while reading it. It’s just a ton of fun! It’s also sanctioned for Pathfinder Society Play, which is an extra bonus, and comes with four regenerated goblins: Chuffy Lickwound, Mogmurch, Poog of Zarongel, and Reta Bigbad. So what’s up this time around? These crazy goblins explore the wonderful world of Bagland. It’s awesome, I promise. My kids particularly enjoyed the character ‘Golgum the Tall.’ And the ending? So good! If you didn’t get your hands on this amazing product, don’t worry. You’ll be able to download it for free on Paizo’s website in two weeks or so, and can purchase a physical copy for around five dollars American.
The last book we got out hands on was ‘Skitter Shot,’ which is a level two module for the Starfinder RPG written by Jason Keeley. It’s sanctioned for use in the Starfinder Society, and even gives you a boon which can (with a lot of work) allow you to unlock Skittermanders as playable race! AWESOME! But, enough about the boons, what’s up with the book? This delightful adventure lets your players take on the role of four adorable and enthusiastic skittermanders who work on a salvage ship with their vesk boss. Unfortunately, their boss went out to scavenge what he could from an abandoned luxury liner, and hasn’t returned! Lucky that skittermanders love to help! The pregenerated characters are really fun to play and sufficiently unique. The adventure was a lot of fun. So fun, in fact, that we played it today.
The verdict?
It’s a BLAST. I highly recommend it.
If you weren’t able to get a copy on Free RPG Day, a free download will be available in another few weeks on Paizo’s website. Keep your eyes open!
The products we purchased were great. My kids love their new minis, and Blood of the Ancients was as great as my husband and I hoped. I’ll be dedicating an entire post to it later this week.
I hope a lot of you got out to Free RPG Day! If you did, I’d love to hear what kind of products you got your hands on, and what you thought of them.
Hello, hello! Welcome! Today we’re going to take a look at one of my favourite soft cover releases of the past year: Pathfinder Player Companion: Legacy of the First World! If you’ve been reading the blog for a while, you’ll know that my daughter is already using some of the awesome character options found inside this little gem, with her Pathfinder Society character, Lady Naysha. Admittedly, I’m super jealous.
Legacy of the First World is a soft cover book that is 32 pages in length. As a book in the Player Companion line, it’s aimed at players, which means that you won’t find any great secrets of the First World hidden inside, or details on the plane itself. For that kind of information you’ll have to pick up Pathfinder Campaign Setting: The First World, Realm of the Fey, or the soon to be released Pathfinder Roleplaying Game: Planar Adventures. Legacy of the First World features amazing cover art by Kiki Moch Rizky, which showcases the iconic druid, Lini, and the iconic hunter Adowyn, engaged in battle against a grodair!
The front inside cover features brief information on all nine of the Eldest: gods of the First World who are often worshipped by fey and fey-blooded or fey-touched humanoids. Each entry includes their name, title, holy symbol, alignment, domains, favoured weapons, and the pages where related information and character options can be found. Curious who the Eldest are? Fear not! We’ll get into that later!
After this we’ve got the table of contents, the rules index, and the introduction. Here we find five new regional traits, each themed around places on the material plane where fey are common. Curious which locations? The Darkmoon Wood, Grungir Forest, Irrisen, Uringen, and a caravan known as the Witchmarket. ‘Fey Mediator (Grungir Forest)’ is a solid trait, but I think that ‘Voices of Solid Things (Witchmarket)’ turned out to be my favourite! This allows you to select either Appraise, Craft, Disable Device, or Spellcraft. In addition to making that a class skill, you can apply your Charisma modifier on those checks instead of Intelligence/Dexterity. Neat!
Moving on from the introduction we come to a pair of pages entitled ‘Fey Origins’ that deal with characters who have a touch of the fey in their bloodlines. Each of the core races has ideas for how fey-touched members of that race might look or act, and an alternate racial trait. After this there are three story feats which can be taken by any race. Although the human, half-orc, and half-elf alternate racial traits are very cool, its the one for elves that turned out to be my favourite. ‘Fey-sighted’ grants your elf detect magic as a constant ability, and replaces ‘elven magic.’ So cool! As for story feats? Check out ‘Fascinated by the Mundane’ for a really fun character concept!
Wait! That can’t be all that gnomes get in this book? Is it? Just a trait? Nope! It’s not. The next few pages focus on two races intrinsically tied to the First World: gnomes and gathlain. Up first? Gnomes! First up, rules for playing a bleaching, followed by two feats that can be taken by bleachlings. Finally! Past that we come to a quirky alchemist archetype called the ‘First World Innovator’ which lets you mix a bit of primal reagents into your alchemical creations (bombs, extracts, potions or mutagens) which will alter them in a random way. I highly recommend giving this one a read, because I loved it. Following the archetype itself are a trio of discoveries that let you create a fey-themed mutagen, which are pretty nifty. After that we come to two new alchemical creations: the chroma grenade, which dazzles enemies and makes them susceptible to illusions, and the vine tube, which spouts fast growing vines. These vinescan either grow along the ground to make difficult terrain, or can be molding by a skilled craftsman into basic tools and furniture which last for ten minutes. An interesting alternative to carrying around a bunch of heavy tools! The final little treat on the section on gnomes? It contains my favourite artwork in the book! A blue and orange haired little alchemist surrounded by very natural-looking components, crafting up some kind of glowing brew. I’m feeling it.
Leaving the gnomes behind we get into a pair of pages about gathlain. This section doesn’t contain any race-specific archetypes (for those you’ll need to check out Pathfinder RPG: Ultimate Wilderness), instead it features five alternate race traits, eight new favoured class options, and four new feats. For race traits be sure to check out ‘bower born’ and ‘sticky tendrils,’ and for feats take a peek at the very quirky ‘strange yield,’ which lets you pull a single fruit off of your wings a day that acts as a random potion.
After the various racial options in this book, we move on to the ways in which the First World has affected the material plane. The first two pages include the fey-touched template, a new oracle curse and mystery, and a bard archetype called the First World Minstrel. Although the First World Minstrel’s ability to pass on the ill luck of a pugwampi to your enemies is absolutely delightful, if I recommend only one thing from this book it would be the new oracle mystery: whimsy. It’s just… awesome. Flavourful, fun, and useful. I’d use it in a heartbeat. Unfortunately for me, (and very fortunate for my daughter), right before I could make a character with it, my daughter did. She beat me to it! And she did it so… perfectly. I just can’t compete. And so, for the forseeable future, I’ll refrain from making one of my own… At least until I can think of a concept completely different than my six-year old daughter’s…. For those of you who don’t have that issue, be sure to check out our favourite revelation: ‘whimsical prank!’ Other gems include ‘assumed form,’ ‘flicker,’ ‘whimsical step,’ and ‘woodland caprice.’
So good.
Seriously. Check it out.
But with a flip of the page we leave the whimsy behind to delve into two pages of character options which revolve around the harm fey can cause. First up are four alternate racial traits which focus around locations tainted by evil fey: Darkblight, Tanglebriar, and the Upper Korir River. I’d recommend giving the human trait, ‘imposter-wary‘ a read. Although it forces you to put your bonus skill point into sense motive at every level, it also grants you a bonus on saves against illusions. A great trade if you want to make a suspicious character. After this we get to a new hunter archetype that focuses on killing fey, the cleverly named ‘Feykiller.’ This archetype swaps out a few of the animal focus options for different ones, allows your animal companions attacks to bypass DR/cold iron, grants you a bonus against illusions and enchantments or, if they were cast by fey, makes you immune to such effects. Very cool! Lastly, this section gives us three new spells, my favourite of which is ‘iron spine.’ And yes, it does exactly what it sounds like it does. Ouch…
Every page after this point in Legacy of the First World is dedicated to one of the Eldest. First, it gives us a paragraph or two on the Eldest themselves, followed by new archetypes, class options, spells and gear which are related to that god or their teachings. Interesting, right?
First up: Count Ranalc, the Traitor. Eldest of betrayal, exile and shadows. This shifty fellow provides us with my husband’s very favourite part of the book: an archetype for slayers called ‘Ankou’s Shadow.‘ This awesome archetype gives you the ability to make shadow duplicates of yourself which function as mirror image and last until destroyed. As you level up you can command your duplicates to perform other actions, and you gain access to more duplicates. Oh, and you can see invisibility as a swift action for a minute per level per day. Sweet! He’d better get around to making one soon, or I will. Haha! After this is another interesting archetype, the ‘Shadow Scion‘ for rogues.
The Green Mother, also called the Feasting Flower, is the Eldest of carnivorous plants, intrigue, and seduction. Yikes! The pages focusing on her give us the ‘Grasping Vine‘ archetype for shamans, which shuffles up some spell options, allows you to speak with plants, gives you the ability to use plant shape, and even turns your familiar into a creature made of leaves and thorny vines. I think you could make a really cool shaman with this archetype. It’s very thematic, but also very… accessible. By that I mean: lots of different character concepts ranging throughout Golarion can make use of this archetype. Not just followers of the Green Mother, or characters from the First World. It’s easy to use. The second archetype up for offer here is much more of a niche, and focuses on The Green Mother’s seduction aspect. It’s the ‘Seducer’ archetype for witch! Their last ability, ‘Garden of Delight,’ just… Wow. I’m… a little surprised that saw print. I’m not sure why it surprised me so much. It shouldn’t. But, I’m certainly not letting my kids play this archetype! No way! That complaint aside, the archetype’s still not really my cup tea. Still, if you want to be a charming enchanter/enchantress style character, this is a really good option. Past the archetypes there are two new witch hexes up for offer and one new shaman hex. My favourite is the shaman hex ‘silkstring snare.’ Lastly, there’s three new spells. My favourite is ‘thirsting entanglement,‘ which is like a soul draining entangle spell, but the others are solid debuffs which should see use in play.
Up next is Imbrex, the Twins, Eldest of endings, statues and — you guessed it — twins. His two pages are almost entirely dedicated to summoners. It features an archetype, a new eidolon subtype, and three evolutions. After that there’s four teamwork feats. Usually, this would be a bit of bummer for me. I don’t often play summoners, even though I enjoy them, and dedicating so much space to only one class is a little unfortunate. But… it’s such an awesome archetype! SO COOL! The ‘Twinned Summoner’ has an eidolon that looks just like him (excluding any nifty evolutions). They also learn teamwork feats, which their eidolon can also automatically use. Think of the possibilities! It’s just… awesome! The moment my husband read it he looked at me and said. “Oh, this is interesting. You would be good with this archetype.” “But not you?” I asked. “No. Too much work. I’d get confused.” We laughed. Later I read through it, and you know what? I agreed. I could rock this archetype! Hahaha. The evolutions are brief, but useful — particularly ‘shared evolution‘ and ‘extra feat.‘ For teamwork feat be sure to check out ‘improved precise strike‘ and ‘spell synergy.’
Taking centre stage next is the Lantern King, also known as the Laughing Lie. He’s the Eldest of laughter, mischief, and transformation. Chances are when you think ‘fey’ you think of the attributes this guy has. He’s a prankster, and a shapeshifter. An agent of chaos with infinite forms. The character options include one archetype, the ‘Fey Prankster’ for bards, and two bloodlines that are both entitled ‘shapechanger.’ One is for bloodragers and the other for sorcerers. Both were really cool, but my favourite turned out to the the bloodrager bloodline. I’m not sure why I liked it so much, as the sorcerer bloodline was really solid, but hey! That’s how it goes sometimes.
Up next is an Eldest who is about as far from a jolly prankster as you can get: The Lost Prince. Also known as the Melancholy Lord, he’s the Eldest of forgotten things, sadness and solitude. This dour, brooding fellow has provided us with the ‘hermit‘ archetype for oracles, which is closely tied to the ‘reclusive‘ oracle curse. There’s also a ‘sorrow‘ themed psychic discipline, and a new type of feats which give you an advantage when no allies are nearby. I highly suggest giving the ‘hermit’ a thorough read, because their abilities are very, very cool. Particularly their base revelation, ‘Recluse’s Stride.’ For feats, be sure to check out ‘Centered Spell,’ which is a new metamagic feat which allows you to exclude yourself and your familiar from your instantaneous spells without increasing the spell level. Who doesn’t want to put themselves in the middle of a fireball once in a while? Right?
The next featured Eldest is Magdh, The Three, Eldest of complexity, fate, and triplets. Let me admit, up front, that I am a huge fan of this goddess. She’s my favourite in the book, by far! Unfortunately, none of the character options in her section wowed me. Now, maybe it’s just me. The three spells are interesting and useful. The monk archetype, ‘Nornkith‘, allows your monk to run off of Charisma instead of Wisdom, which is awesome, but… I wasn’t thrilled by anything. There are also three new items up for offer, my favourite of which was ‘charm of the thriceborn.’ I’d be very interested to hear what others thought about the options in Magdh’s section, so if you’ve given the book a read be sure to let me know in the comments below.
Next up is Ng, the Hooded, Eldest of the seasons, secrets, and wanderers. Under his section you’ll find a new cavalier archetype, the ‘Hooded Knight,’ who has a fey-touched mount, gains benefits when traveling on roads, and at higher levels can use dimensiondoor or teleport. There’s also a new cavalier order, the ‘Order of the Blossom,’ which sounds… interesting. Although it’s got some cool abilities, including gaining sneak attack and some minor enchantments, one of the edicts forces you to always accept a fey’s request for aid — which could be very troublesome for obvious reasons. Thankfully, blighted or corrupted fey are excluded from this, and he must instead destroy them. Still… It could be rough! Best ensure you have an understanding GM before selecting it! The final options in Ng’s section are three new items which involve secrecy. Be sure to check out the ‘whispering gloves,’ and the ‘clandestine horseshoes’! The ‘hood of privacy‘ is awesome, but very expensive. Definitely an investment.
Following Ng’s secrecy is an interesting Eldest who cares nothing for subtlety: Ragadahn, The Water Lord, Eldest of linnorms, oceans, and spirals. He’s a brutish creature who counts all the oceans of the First World as his territory. He expects fealty, and respect, but little else. There’s two new archetypes in his section, The ‘Deepwater Rager‘ for barbarians, and the ‘Serpent Herald’ for skalds. Despite the name, the ‘Deepwater Rager’ isn’t actually an underwater combatant. I highly recommend giving it a read, because their abilities ‘Spiraling Charge’ and ‘Disorienting Grapple‘ and both very cool! There’s also three new rage powers in this section of the book (check out ‘Master of the Deep,’ which lets you command aquatic creatures), and two bardic masterpieces, both of which are cool. ‘Ragadahn’s raqs beledi’ is a dance that allows you and your companions to squeeze into tight spaces without trouble, while ‘Ragadahn’s spiral ascent’ allows you to make a whirlwind which can whisk your companions to higher ground. Intriguing!
Finally, we come to the last Eldest in the book — which is also the last page of the book —Shyka, The Many, Eldest of entropy, reincarnation, and time. Now, time related concepts are both very cool, and very difficult to work with in a d20 system. So, although I went into these pages with high hopes — hopes made higher by the awesome wizard artwork in this section — I was wary I might be let down. This section contains a single archetype, and four new spells. The archetype is called the ‘Chronomancer,’ and is for wizards. They gives up the arcane bond class feature, as well as most of their bonus feats, to gain a reservoir of energy they can use to alter time. At low levels they can use it to improve an ally’s initiative, or saving throws, and to immediately re-prepare failed spells (either due to a failed concentration check, a passed save on behalf of your enemies, spell resistance or other immunities, and so on) as if they had not been cast. Cool, right? At higher levels they can use it to cast haste on their allies or trigger contingencies. At level twenty they can even summon a version of himself from an parallel timeline at the moment of his death. The alternate you only lasts for a minute, but it’s one heck of a final gambit! He even comes with your gear! I was SO pleasantly surprised with this archetype! If you’re even remotely interested you should give it a gander. As for the spells? Very cool! Particularly ‘temporal divergence!’ Definitely read it!
And that’s it! We’ve reached the back cover, and Legacy of the First World has come to an end. I hope seeing a bit of what’s inside has helped you decide whether this is a book you want to invest in. And if you’ve read through it already, be sure to let us know what your favourite options were in the comments! Still want more fey-inspired goodness? Be sure to pick up the newest Wayfinder fanzine, Wayfinder 18: Fey and the First World, which is a free download on Paizo’s website.
Moving on from hardcovers into softcovers, we come to Pathfinder Campaign Setting: Distant Realms. Inside this book you’ll find details on six completely different planar cities, complete with maps, history, locations and the cities movers and shakers. Which six cities does it contain? I’m not sure about all of them, but I do know you can expect to find the city of Dis in Hell, the isle of Yulgamot on the Astral Plane, Basrakal (I have no idea where that will be…) and, my personal favourite, Shadow Absalom! Colour me intrigued!
We’ve also got two other awesome adventure path volumes coming out. War for the Crown, which has been spectacularly popular, is getting it’s second last instalment! That’s right! War for the Crown: Part 5 of 6: The Reaper’s Right Hand! And on the Starfinder front? The finale of it’s first adventure path! Dead Suns: Part 6 of 6: Empire of Bones! I cannot wait to get my hands on that bad boy!
On the Flip-Mat front we have two to peruse this month. Pathfinder Flip-Mat: Bigger Village is a super-sized play mat which features a desert oasis village on one side, and a walled village on the other side. Both sides seem quite nice looking, and rather usable. The second flip-mat is a super popular mat reprinted. Which one? Flip Mat: Classics: Pub Crawl! One side features a street lined with taverns, while the other is an expanded Flip-Mat: Warehouse for a more cheap and grungy kind of bar. This one’s bound to see a ton of use in PFS play, so I’d get your hands on it while you can.
Near the end of this month we’ll have two new Pathfinder Society Scenarios, and two new Starfinder Society Scenarios to dive into. PFS: #9-22: Grotto of the Deluged God is a tier 1-5 scenario that tasks your PCs with investigating a shipwreck and contributes to the ongoing storyline of the Concordance faction. Meanwhile, PFS: #9-23: The Ghol-Gan Heresy is a tier 7-11 scenario that lets you take on the Aspis Consortium alongside your grippli allies! In addition to continuing previous events in the Kaava Lands, this scenario also contributes to the ongoing storyline of the Exchange.
SFS: #1-16: Dreaming of the Future is an exciting scenario! A series of four one-hour long quests that task your players with investigating the prophetic visions of a Liavaran Dreamer. These quests take you far across the Pact Worlds, into the Diaspora, Aballon, Verces and, of course, Liavara. This scenario is for tiers 1-4, features starship combat, and is REPEATABLE. Awesome! SFS: 1-17: Reclaiming the Time-Lost Tear is a tier 5-8 scenario. Yup, you heard that right! Tier 5-8! Even more exciting? It continues the story of the Scoured Stars! Pardon me while I squeal in delight!
June’s releases are looking amazing! Got a favourite? Let us know!
Today we’re going to take a look at the two most recent Starfinder Society Scenarios that are currently available for purchase, and let you know we thought. Although you’ll find references to events in each that I liked or disliked, and comments about specific characters, these scenarios are not explored in detail. It’s not my intention to spoil the events in these scenarios, or give summaries and full reviews, but to share my opinions and provide recommendations. That said, if you want to avoid even minor spoilers I recommend you check out a different article. Whether you intend to use them in home games of the Starfinder Roleplaying Game, sanctioned scenarios for use with the Starfinder Society Organized Play, or just want to read a nifty new adventure, we’ve got you covered! So sit back, and get ready to explore the Pact Worlds!
Scenario #1-14: Star Sugar Heartlove!!! is a Tier 3-6 adventure written by Eleanor Ferron. It takes place at Songbird Station, a beautiful Temple of Shelyn located in the Diaspora that is part concert hall, part space station and all awesome! It has the Faction (Dataphiles) and Faction (Exo-Guardians) scenario tags scenario tags and does not feature starship combat. Following a lead discovered in Scenario #1-07: The Solar Sortie, Historia-7 has uncovered a secret corporation that has altered and erased Starfinder data and files. Historia-7 has uncovered the identity of only member of this unnamed group: a man with intense security! Luckily, this same man is scheduled to attend the sure-to-be-amazing mega-concert put on by Strawberry Machine Cake! Even luckier? Your friend Zigvigix (leader of the Exo-Guardians) happens to have tickets and has invited you! So, while you’re attending the concert of the decade, you need only find Historia-7’s suspect and determine if he’s a person of interest or a red herring. Oh, and don’t tell Ziggy! Those of you who have played #1-01: The Commencement or #1-04: Cries from the Drift will get a bit of extra enjoyment from this mission, while those of you who have the ‘Star Sugar Heartlove!!!’ boon should definitely slot it! And then? Get your hands ready to do some clapping! You’ve got a concert to get to! And this concert? AWESOME! This scenario starts with a ton of fun flavourful, short, social encounters (many of which have benefits other than the obvious). You get to chat up some friendly skittermanders, meet some superfans, and generally have a blast while going about your reconnaissance mission. The first combat is fun, and the entire last section of this scenario? AMAZING! Epic! Over the top! Awesome! Any number of other positive words! It’s just a fun, exciting scenario. I loved it! Definitely giving five out of five stars!
Scenario #1-15: Save the Renkrodas is a Tier 3-6 adventure written by Andrew Hoskins which takes place on the wild continent of Ukulam on the planet of Castrovel. It has the Faction (Acquisitives) scenario tag as well as a brand new tag: Vehicle! Yes! Although this scenario doesn’t feature starship combat, it does feature a wonderful vehicle chase! It’s got a really fun premise and sees your PCs attend a gala to raise money for the conservation of the nearly extinct renkrodas. Their mission? Make the powerful people in attendance your pals, and ensure that you leave a good impression of the Starfinder Society. That’s it! At least on paper. Obviously, there’s much more that happens in this scenario, and to be honest it’s one heck of an exciting, whirlwind! Such a blast! A word of warning, though, it’s quite combat heavy. As for NPCs, Radaszam, leader of the Acquititives accompanies you to the gala. In addition there’s two new characters who might see further cameos in the future: Muldoi, a kasatha naturalist and security officer, and Poshment Jamjet, a bleaching techno-musician. I give this scenario four out of five stars, though I strongly debated giving it the full five out of five.
Both of today’s scenarios were just amazing! I hope you have the chance to play them. I know I want to!
Jessica
Captain Carmine from SFS #1-14: Star Sugar Heartlove!!! Art courtesy of Paizo Inc.
Muldoi, a kasathan naturalist from SFS #1-15: Save the Renkrodas. Art courtesy of Paizo Inc.
Today we’re going to take a look at one of the most recent Pathfinder Society Scenarios that are currently available for purchase, as well as it’s prequel, and let you know what we thought. Although you’ll find references to events in each that I liked or disliked, and comments about specific characters, these scenarios are not explored in detail. It’s not my intention to spoil the events in these scenarios, or give summaries and full reviews, but to share my opinions and provide recommendations. That said, if you want to avoid even minor spoilers then I recommend clicking on a different article. Whether you intend to use them in home games of the Pathfinder Roleplaying Game, sanctioned scenarios for use with the Pathfinder Society Organized Play, or just want to read a nifty new adventure, we’ve got you covered! So without further ado, let’s get started!
The sigil of the Liberty’s Edge Faction.
Today, both of our scenarios focus on the Liberty’s Edge faction of the Pathfinder Society. This group is run by Major Colson Maldris, and many members are willing to bend and break laws in order to promote freedom throughout Golarion. They tend to utilize diplomacy, sabotage, proselytizing, and trickery to their advantage, and in addition to battling slavers and fighting oppression, they seek to spread hope among the downtrodden, and to inspire others to fight. There’s plenty of Liberty’s Edge related missions out there, but today we’re going to take a look at the brand new Scenario #9-20: Fury of the Final Blade, as well as it’s prequel, Scenario #9-02: A Case of Missing Persons.
As the title so clearly points out, A Case of Missing Persons tasks the PCs with investigating the abduction of a group of missing people. I won’t give away much more about the investigation, as following the clues yourself is one of the best parts of a good mystery, but what I will say is that it involves members of Andoran’s Free People’s Council, and the Grey Gardeners of Galt! This missions requires discretion, intelligence, cunning and inventiveness, so choose your PCs carefully! In addition, the amount of time that passes matters, which always ups the ante a bit. Occasionally this can be a source of distraction, but I found it both well handled and integral to the plot line, so I enjoyed it. The investigation itself was enjoyable. It has plenty of threads to pull at and clues to tie together. I was certainly surprised at certain points, which was fun to see! But, my favourite part of the scenario? The DELIGHTFUL fey encounters. SO GOOD! Overall, I give this scenario four out of five stars.
Scenario #9-20: Fury of the Final Blade is a Tier 7-11 adventure which picks up a few weeks after the end of #9-02: A Case of Missing Persons. The difference in tier means that if you want to play them in close succession you’ll want to start as a level six or seven character. This scenario takes place in Rosehaven and Isarn, both of which are located in the nation of Galt, and tasks the PCs with recusing the missing persons from the previous scenario, as well as the leader of the Liberty’s Edge Faction, Major Colson Maldris himself! This means you’ll have to track down the locations of the prisoners, face of against the Grey Gardeners and enact a daring prison break, all before the prisoners lose their heads to the notorious, soul-stealing guillotines: the Final Blades. Once again, time is of the essence, as the PCs must race against the clock if they’re to have any chance of saving the prisoners. The stakes are very high in this adventure, and failure could mean the beginning of an international incident, and war. In addition, the life of Major Colson Maldris is literally in your hands! Whether he lives or dies is entirely up to your players.
Colson Maldris from #9-20: Fury of the Final Blade. Illustrated by Marko Horvatin.
This scenario features some fun investigation elements, which are adaptable enough to allow all of the different members of the party a chance to shine. The infiltration segment is well created, allowing different groups to use different methods for accessing, and progressing through the location. It also has some very unexpected enemies. But, in my opinion, this scenario’s greatest strength is in it’s dynamic battles. Overall, I really enjoyed this scenario, and give it four out of five stars.
Thanks for joining us today on our foray into the recent events of the Liberty’s Edge Faction! I hope you’ve enjoyed reading about them as much as I have! Tune in later this week for our sneak peek of the other most recent Pathfinder Society Scenario, and both of the brand new Starfinder Society Scenarios!
OutPost marked my first PFS convention. It was also my husband and children’s first foray into play-by-post gaming, and their second adventure in the Pathfinder Society, so it was pretty exciting for us! My husband signed up for one game, while my children each signed up for two. And me? Well, I signed up for a lot. Three for Starfinder and three for Pathfinder. Plus the Solstice Scar Special.
All of the scenarios were a blast, and we had the wonderful luck to play alongside some awesome GMs and players. All told, not counting specials, OutPost hosted fourteen games of Core Pathfinder Society Scenarios, fifty-seven games of Classic/Standard Pathfinder Society scenarios, eleven games of the Pathfinder Adventure Card Game, and twenty-four games of Starfinder. That makes for nearly a hundred games!
So, what did we play?
I’ll tell you!
Black Waters
Glyph of the Open Road, symbol of the Pathfinder Society and the Grand Lodge faction.
My husband, children and I all signed up for an old classic: Scenario #06: Black Waters. From season zero, this adventure is intended for tier 1-2 and 4-5, and was written by Tim and Eileen Connors back before Pathfinder had it’s own rules set. It was being run by one of my favourite GMs I’ve had the pleasure of playing alongside on Paizo’s Messageboards, GM Shieldbug, who gave us a great game. Seriously. It was such a wonderful experience, my kids and husband are now thoroughly spoiled. I warned them after we finished this scenario to lower their expectations for whatever scenario they signed up to next, because not all GMs are as awesome as Shieldbug. They didn’t believe me at the time, but for the record, they do now. If you happen to be lucky enough to join a game he’s running, I highly recommend leaping at the opportunity. You won’t regret it.
Black Waters takes place in the Beldrin’s Bluff district of Absalom. Once a neighbourhood full of the wealthy elite, this area was devastated by an earthquake a decade or so ago, which killed many, and sent an entire chunk of the cliffs the neighbourhood was built upon, tumbling into the sea. Included in this devastation was a school for the city’s elite called the Tri-Towers Yard, which collapsed into an ancient underground necropolis. As the buildings are destroyed, black foul water rose up from below, drowning all those who weren’t crushed. The Tri-Towers yard was sealed up, and no one has been allowed inside–or into the necropolis–since. Lucky for us, the Pathfinders have finally been granted clearance, presuming they treat the site with respect.
My husband played Enzo Jeggare, a well-groomed, Chelaxian nobleman with pale skin, black hair, grey eyes, and a fabulous moustache. He’s a handsome, if lanky, gentleman with a reputation as a philanthropist and a conjurer. He enjoys fine wine, fine company, and ancient magical objects. Enzo is a secretive man, which gives him an air of mystery. Though well-practised in the art of evasion, he’s an awkward liar. He is never without his Devil Deck—a beautifully illustrated harrow deck adorned with images of devils and infernal symbolism—and a worn-out dog figurine that he can occasionally be seen speaking to. Enzo’s an occultist who specializes in conjuring creatures. He used his esteemed family’s political connections to gain membership into the Dark Archive’s faction of the Pathfinders, and is hopeful that handling other objects of power will allow him to access other magical abilities.
My daughter played a two-tailed kitsune druid (saurian shaman) with pink fur and eyes by the name of Bunny Paras. She is always accompanied by her pink and yellow pet parasaurolophus, called Paras, and adores rabbits. She and Paras run a rabbit farm–although they are sold only as pets, and are not for eating! Bunny Paras is a vegetarian, and a good healer. Paras loves to sing and dance, and is very, very loud.
My son is playing Senton, a pale Ulfen ranger better known as Mr. Ice. He is always shivering with cold, and has constantly chattering teeth. He wears warm winter clothes in every weather, including a big furry hat on his head, and a fur cloak and boots. He has a black patch on his cheek from some old frost bite, a big bushy beard, and a full moustache. Under his hat his hair is grey and his eyes are blue. He likes to fight with his short swords and his fine longbow. Senton works on Bunny Paras’ rabbit farm as a guard. He often lays traps to protect the farm.
But, this kooky trio wasn’t the only Pathfinders on the case. I played my wood kineticist, Everbloom, a wild and curious kitsune who grew up alone in the wilds and views life and death as just another fascinating part of existence. Her fur is an orangy-brown, with bits of leaves and flower petals constantly tangled in its length. Everbloom’s easily fascinated by people and places, and just as easily bores of them. More than a little aloof and uncaring, Everbloom comes off as way nicer than she actually is.
The final character was Tera Fosham, a veiled ifrit oracle with clouded vision whose healing touch and blessings were invaluable on this adventure.
Together, these five Pathfinders enjoyed some awesome roleplaying with their venture captain (Drandle Dreng), at a fancy dinner party held alongside Absalom’s nobility, and with the caretaker of the Tri-Towers Yard, who is equal parts sad, deluded, and gifted. Possibly insane. I’ll leave that up for debate! From there they investigated the haunted classrooms, and foul black waters of the estate. Battling off monstrous bugs and undead, they descended into the ancient necropolis to discover its secrets. Along the way, they made some amazing discoveries, and even saved a little girl. The frail–but still alive–Junia Dacilane. Junia reappears a decade down the road in the Pathfinder Society Scenario #7-05: School of Spirits (which is a delight), and can even be found in the Pathfinder Society Pawn Collection, which I only recently discovered and am itching to get my hands on!
Want to follow along with their adventures? Check out the complete gameplay for our group here.
My children were so excited to play in OutPost that they created a second character each for the occasion, a pair of twenty-five year olds who couldn’t be more different. Lady Naysha is an oracle of whimsy who stumbled in the First World through a fairy ring, and came back over a decade later looking like not a day had passed. A few years have passed since then, but she still doesn’t look a day over twelve. Lady Naysha has a child-like enthusiasm and innocence about her. She believes her stuffed rabbit, Miss Whiskers, is the source of her powers (which is entirely false, by the way), and can all upon her fairy friend to play tricks on her enemies. Contrariwise, my son made a paladin of Iomedae who is brave, bold and true! Unfortunately, he died fighting in the Worldwound. Iomedae took pity on him and granted him a second life, but he was reincarnated as an old man, with horrible memory problems. Unable to even remember his name, he calls himself Fuzzzy, and he relies on his pet owl, Bobby, to keep him on track. For full details on my Lady Naysha and Fuzzzy, check out my blog post OutPost Commences.
I joined them, with my dwarven fighter, Juno Berik, a self-centred woman who believes she’s far more important than she’s given credit for. Together with some other quirky characters, they entered a complicated maze underneath Absalom City to search for a lost minotaur prince, Nuar Spiritskin, in another classic PFS Scenario, #45: Delirium’s Tangle. This is a tier 1-5 scenario written by Crystal Frasier. Personally, I find this is a difficult scenario to run by play-by-post, as navigating a maze is always tricky in person, never mind over message boards. When it could take an entire day for a team to roll a single perception or survival check–which could be done in seconds in person–there’s a high probability the game will get bogged down. Fortunately, our GM was wonderful at streamlining the navigation process. In fact, this scenario finished first out of all the games I played! As poor navigators, the sheer number of pit traps we endured (and by endured I mean fell into over and over again) was painful (literally), and has left permanent mental scarring on Juno. Fuzzzy was also traumatized by the event–for about a minute before he promptly forgot about it. The fights and secret chambers were interesting, and left my kids hungry for more information on the maze and its connecting chambers. The final battle was interesting, as was the wrap-up roleplaying. All in all, we had a lot of fun, although this one certainly left a lot of unanswered questions.
You can read our complete gameplay experience here, if you’re interested.
In the time since, Lady Naysha’s begun Scenario #5-08: The Confirmation, alongside my husband’s character, Toban Tangletop (check out the ongoing gameplay here). Fuzzzy’s moved on to combat the Master of the Fallen Fortress (a free download on Paizo’s website, by the way) and rescue a lost Pathfinder (check out the ongoing gameplay here). And, Juno’s decided to tell the Aspis Consortium where to shove it, in Scenario #4-07: Severing Ties. Currently being as boorish and mean as she can be, she’s in Riddleport, happily dragging the Aspis Consortium’s name through the mud. This scenario’s about to begin a two-week break while some of the participants go on vacation, but you can check out it’s progress so far, here.
The Unseen Inclusion
Symbol of the Scarab Sages, a faction of the Pathfinder Society.
I was positively thrilled to bring my beloved half-orc monk, Kenza Bloodborn, through Scenario #9-04: The Unseen Inclusion. Why? Well, as a member of the Scarab Sages, whose faction stories have come to an end, I wanted to see my stoic warrior tackle a Scarab Sage-centric mission. Taking place in the Thuvian city of Merab, Kenza delved into haunted ruins on the hunt for a mysterious spirit that even now seeks her master’s jewels… Part dungeon delve and part investigation, I had no idea what to expect with this scenario when I signed up for it, but I ended up having a blast. She had plenty of opportunities to hurl herself into danger to protect her allies, and nearly died on more than one occasion. You can check out the complete gamplay here.
In the time since, Kenza’s journeyed to Absalom for the first time, in order to pay her respect to the centre of her order. There, she’s been called on by Venture Captain Drandle Dreng, on a mission of great importance… Fetching him a bottle of wine. Fortunately, this mission is a lot more than it seems at first, leading the group through hidden chambers, abandoned homes, conspiracies and secrets, and even into Absalom’s Temple of the Fallen. That’s right, she’s playing through a super quick run of Scenario #6-10: The Wounded Wisp. Check out her adventure so far, here.
Yesteryear’s Truth
But not everything’s about Pathfinder! I’m also involved in three wonderful Starfinder Society Scenarios. My primary SFS character, a bold, boastful vesk solarion with far more brawn than brains by the name of Julakesh Starfist participated in Scenario #1-03: Yesteryear’s Truth. We’ve already spoken about Julakesh earlier this week, but if you’ve missed it, check out my blog post Competitions and Compliments. If you’re interested in reading Julakesh’s experiences in Yesteryear’s Truth, the complete gameplay if found here. Want a summary? She discovered a new planet, engaged in amazing battles, attempted to befriend the planet’s natives, and made a lot of people laugh! Seriously, a ton of fun. Speaking of fun, Julakesh recently began a new adventure that’s tailor made for her: Scenario #1-07: The Solar Sortie. Or, it’s half made for her, anyway… Sent to retrieve information from a corporation that orbits the Sun, Julakesh gets to begin this infiltration by impersonating a gladiator! This pretty much consists of her being herself, in front of a large adoring crowd. Awesome! And all that other subtle espionage stuff? Well…. we’ll cross that bridge up (and mess it up horribly) when we get to it! Check out the start of out adventures, here! It’s been a ton of fun so far (and it’s only just begun).
Fugitive on the Red Planet
I also used OutPost as an opportunity to try out two Starfinder classes I had yet to have a chance to test. Firstly, I created a proud, smooth-talking ysoki xenoseeker envoy by the name of Aurora Vim (Rora, for short) who was tasked with finding a rogue Starfinder and retrieving an powerful object he stole from the Society in Scenario #1-02: Fugitive on the Red Planet. Her adventures took her to the grungy planet of Akiton alongside a haan, a human, and a whopping three other ysoki! Apparently those furry little fellows are popular! All in all this scenario was a lot of fun, and Rora really had a chance to shine throughout its length. It was completed quite quickly, and was hosted by a wonderfully humorous GM. You can check out the complete gameplay here.
Following her adventures on Akiton, Rora hopped a shuttle back to Absalom Station, where she’s been invited to attend a gala in honour of the First Seeker, Luwazi Elsebo. Scenario #1-05: First Mandate is right up her alley, and has seen her wheeling and dealing with a bunch of movers and shakers–including Zo!, who I’ve been dying for her to meet! This scenario is reaching its climax, but you can check out its progress so far, here.
Cries from the Drift
I also made a curious but awkward shirrin spacefarer operative, Zez’ka, who is prone to announcing her emotions to the world. She’s friendly, but super awkward, and honestly a blast to play. Unfortunately, Scenario #1-04: Cries from the Drift, is a horror scenario, which tossed my chipper shirren into the most traumatizing, suspenseful, and gory Starfinder Scenario to date. This adventure particularly benefits from having the element of surprise, so I won’t mention much more in the way of spoilers. What I will say is that if you’re uncomfortable with body horror, don’t play it. That being said, when played by play-by-post the suspense is lost, so it turned out to be a fun, romp despite the tone. For those of you who aren’t afraid of spoilers, our complete gameplay can be read here. In the time since, Zez’ka has joined a delightfully fun and carefree mission, which won’t possibly be as traumatizing for her as her previous one was! Right? Right…? Wrong. She’s currently engaged in Starfinder’s second horror scenario, Scenario #1-10: The Half-Alive Streets, which amuses me to no end. She’s currently oblivious to the dark turn this scenario’s going to take, and is currently having great fun making friends and shopping. You can check it out here.
The end to these Starfinder scenarios will mark the sixth games I’ve played in the SFS, which means I’ve reach a milestone on my Alien Archive Boon. No idea what that means?
For every Starfinder Society game you participate in as a player (not a GM) you can get your GM to sign your boon sheet, which is available here. When you have six games played you can apply this sheet to a new character to make them either a wrikreechee, or a ryphorian. Or, you can wait until you have twelve games played, and then apply it to a new character to make them a barathu. After applying it you can start a new boon, and begin earning new plays. Note, that there is a time limit on earning credit for this boon. After June 14th of this year they’ll be releasing a new boon in its place, which will let you unlock other races for play.
Now, of the current options, I think I’d get a kick out of a Barathu, but I won’t have a chance to earn that bad boy. I’ll be hitting six, which leaves the wrikreechee and ryphorians. And for me, the choice is clear! Ryphorians! I have honestly no idea what I’m going to make for her class, but its definitely going to be different than the others I’ve got! Soldier, perhaps? That’s a question for another day!
And that’s it!
OutPost and its associated adventures have come to an end–for this year. But, there’s plenty more adventures out there waiting to be played!
We’ve been looking at a lot of Starfinder products lately, but today we’re changing gears. I recently got my hands on Pathfinder Player Companion: Disciple’s Doctrine, so today, we’re going to take a look at what’s inside.
Disciple’s Doctrine is a soft cover book that is 32 pages in length. Like the other ‘Faith’ books before it (Faiths of Balance, Faiths of Purity, Faiths of Corruption, Faiths & Philosophies, etc.), this book takes a look at a dozen complex philosophies that are found throughout Golarion. As a book in the Player Companion line, it’s aimed at players, which means that you won’t find any great secrets of the order explained in this book. What you will get is spoiler-free information about each of the disciplines inside, including what the discipline’s about, how its organized, and what’s expected of its members. In addition, you’ll find some new player options related to each discipline, typically spells and character archetypes.
Disciple’s Doctrine features awesome cover art by Setiawan Fajareka, and features the Iconic Psychic Rivani, and the Iconic Slayer Zadim, facing off against a devourer. The inside front cover compiles information on each of the disciplines inside the book. Each has some iconography to represent it, and a few sentences describing it in an abbreviated fashion. So what’s in the book, exactly? The Concordance of Elements, Cults of the Failed, Esoteric Order of the Palatine Eye, Harbringers of Fate, Hellknights of the Godclaw, Magnimarian Mystery Cults, Oracular Council of Po Li, Prophecies of Kalistrade, Razmir the Living God, Sangpotshi, Shoanti Shamanic Traditions and Tamashigo. It’s quite an array! Some of them are expected–for example, I was well aware that the Oracular Council and the Prophesies of Kalistrade would get some attention in this book, but others are a surprise. I had honestly no idea that the Concordance of Elements would be featured in this book! I’m a huge fan of them in the Pathfinder Society Organized Play, so I’m thrilled to get a bit more background for this group. I was also super excited about getting to learn about the Hellknights of the Godclaw and the Cults of the Failed. A few of the other disciplines I’ve read about before, so I wasn’t entirely sure how much new information would be presented here on them. The Esoteric Order of the Palatine Eye, for example, although mysterious to most is featured in the Carrion Crown Adventure Path–which I’m currently running for my children. (Yes, that’s a horror campaign, and yes, my children are very young. They love it, I swear! Haha! More details on that in the future!). The Shoanti Shamanic Traditions are another example of this. I LOVE them, I cannot emphasize that enough, but they were already covered in depth during the Curse of the Crimson Throne Adventure Path (which I played through with a wonderful group of players back when it was new). Still, I was hopeful that the player focus of this book would bring something new to the table.
Up next is the table of contents, followed by the introduction. Here you’ll find some flavourful information about what’s inside the book–and what the difference is between a religion and a discipline or a philosophy. Of more interest to most players is the Rules Index, which is a handy list of all of the archetypes, traits and other rules option found in this book, with page numbers for reference. There’s also a series of six new traits focused on some of the traditions found in this book. Five are faith traits, with one a social trait. Of those, one is very focused on a specific tradition (Dogged, which is for members of the Cult of the Failed), while the others are more broad. They’re not amazing traits, and you’re certainly not going to wish you could take them with every character, but they’re thematic, and I really like them. I think that Heretic’s Caution, which gives you a bonus on bluff checks that gets better against religious figures, is going to see the most use, followed by Self-Sustaining, which grants you a 0-level spell once per day as a spell-like ability (from a small selection).
Past the introduction we enter the bulk of the book: the disciplines. Each one has two facing pages devoted to it, with approximately one page being information about the group, and one page being player options (although there is variance in these lengths).
The Concordance of Elements
Concordance of Elements is up first and, as previously mentioned, I was super excited for it! The Concordance of Elements is a planes-spanning organization whose goal is to preserve balance between the elemental forces of the world (air, earth, fire and water). They can act as diplomats and impartial investigators amongst the elemental planes, and also work to stop planar disturbances, planar portals and powerful magic from messing the world up. The information presented on the Concordance is all quite useful and interesting, and contained different information than that which can be found in the Pathfinder Society Roleplaying Guild Guide. In addition to general organizational information, we get to learn about the role that Concordance Agents play within the group, and how the group as a whole interacts with other organizations and religions.
As for character options, we’re treated to two archetypes and a combat style. The first is the Elemental Monk, which is a monk archetype I can’t wait to try. It’s definitely one of my favourite archetypes in the entire book! For starters, they must be true neutral, and instead of gaining stunning fist and bonus feats they gain the feat elemental fist with one special alteration: they don’t select one element for use with this feat. Instead, they select what element they want whenever they use the feat, which makes them super adaptable. At second level they gain the ability to enter any of the five genie fighting styles as a swift action, chosen each time they activate the ability. At low levels this grants them the basic fighting style feat, but as they increase in level they gain access to the more advanced fighting style options automatically. This is super cool! I’ve been a fan of style feats for a while, but they’re such a big feat investment for very specific circumstances that I’ve never really had the opportunity to make good use of them. I’m thrilled that this archetype give us a chance! There’s other abilities the elemental monk gets, but I won’t go into any more depth on it than I already have. Just know: I love this one. I want to make one. Heck, I might go make one right now. The second archetype is the Elemental Envoy for rangers, which is quite thematic and cool, but very focused. Lastly, we’re treated to the elemental combat style for rangers, which offers some quirky feat choices for a combat style. Overall, I really enjoyed getting to take a look at the Concordance of Elements. It’s one of my favourite entries in the book.
Up next is the Cults of the Failed, a group of people who pay homage to those brave souls who have attempted to achieve godhood through the Test of the Starstone and failed. They venerate, honour, and learn from these deceased mortal heroes lives, and trials. They maintain a spartan temple in Absalom which is more of a solemn memorial than anything, and have no holy texts, or official clergy. Now, having played through Pathfinder Society Scenario #6-10: The Wounded Wisp, I know a tiny bit about the Cults of the Failed, which made me very curious to hear more. The information was definitely intriguing, and I was pleasantly surprised. For character options, we get a single medium archetype: Vessel of the Failed. Now, although I love the flavour of this archetype, it’s not really my cup of tea. As previously mentioned in other blog posts, the medium is my least liked class, so it takes a lot to get me interested in a medium archetype enough to make me want to actually make one. It’s not impossible, as I learned when we took a look atBlood of the Beast, but it is hard, and this one didn’t really do it for me. Still, I was intrigued enough with the group to start thinking of other things I wanted to do with the them, which is a win in my book!
Next we come to the Esoteric Order of the Palatine Eye. This elite secret society is heavily influenced by Osirion mysticism, Varisian occult traditions, and Pharasmin beliefs, which they have fused into a strange amalgam in order to achieve wisdom, enlightenment and an understanding of the occult. Based in Ustalav, this group has far reaching influence, and hidden agents throughout the world. As previously mentioned, this group is featured in the Carrion Crown Adventure Path, and an in-depth article aimed at GMs can found in Carrion Crown: Part 2: Trial of the Beast. That means that I was coming to the table with a lot of information in hand. I found that although the information on the Order inside this book didn’t offer me anything new, it was interesting, well-written and (very importantly) geared towards players, meaning the group is now accessible to a much wider audience without giving away the group’s secrets and too much history. I really enjoyed it. As for player options, there’s one archetype offered for my favourite class, the occultist, which I loved. The Esoteric Initiate focuses his studies on objects of antiquity related specifically to his Order’s teachings. Their symbolism ability is particularly interesting. There’s also a few new magus arcana which are super useful, my favourite of which is Book-Bound.
The Harbringers of Fate are up next, and I can honestly say I had no idea what these guys were about when I opened this book. And now? It think they’re cool! In short, they believe that Aroden can be ushered back into the world if the prophecies in his holy text are be made real. They gather information and attempt to manipulate events in order to bring about such prophecies. Apparently the group was recently splintered into three differing opinions, all of which are pretty interesting. Now, there’s not too much information on the Harbingers themselves, with one half of a single page devoted to information about their order, while the rest of the two pages consists of player options. We get a new Prophesy School (a focused arcane school for wizards) which I really enjoyed, and three new thematic spells, including one enchantment (debilitating speech), and two divinations (fortune’s path and prophetic lore). Although nice options, I wish there was a big more useful information on the group itself.
The five faiths of the Godclaw
Then we come to The Hellknights of the Godclaw! Now, I was intrigued with these guys from the moment I first read about them on the front inside cover. They’re Hellknights, obviously, but they don’t exclusively worship Asmodeus or Hell. Instead, they worship a collection of five lawful deities–Abadar, Asmodeus, Iomedae, Irori, and Torag–believing that all five work together to put an end to chaos. Abadar is the keeper of laws, Asmodeus is the strategist, Iomedae is the perfect offensive combatant, Irori is disciplined, and Torag is the perfect defensive combatant. Together, they are the Godclaw. Now, obviously, this is super heretical to all five of those faiths, but these guys? They don’t care! Their quirky, super oppressive dogma collects the lawful aspects of those deities, and smushes them together into one religion, playing it off like these five are good pals who happen to work together to obliterate disorder in their off-time. Like some weird, super, adventuring party. I cannot express how much I love it! Haha. Suffice to say as far as information goes, I’m sold! But what about character options? I loved that too! In fact, this whole section is right up in there among my favourite parts of the book. First, we’ve got the Fist of the Godclaw, which is an archetype for war priests that sounds like a ton of fun. Because it’s so focused on defeating chaos, it’s quite specific in terms of usage. It’s not one of those universally awesome archetypes you’ll always want to add to your character, but it’s cool and I love it. Also? It’d be particularly useful in the Wrath of the Righteous Adventure Path, as well as the Second Darkness Adventure Path (to a lesser extent). After this we’ve got a new war priest blessing: Godclaw, which is useful and quirky. And lastly we’ve got four new spells called litanies, which are each activated as either an immediate or a swift action, and are for inquisitors, paladins and on occasion even antipaladins. You should really check these awesome spells out! All in all, I highly recommend you give this part of the book a read!
Up next is the Magnimarian Mystery Cults. Now, this entry isn’t really a unified group or religion. It’s a lot of religions, all focused on the worship of little known empyreal lords. These demigods are worshipped in private or in small groups, at personal shrines or sacred monuments. Typically, these beliefs are passed down through the generations. They are particularly prominent in and around the Varisian city of Magnimar, where they have been worshipped since before the city was founded. The most commonly worshipped empyreal lords in Magnimar are Arshea (the Spirit of Abandon), Ashava (The True Spark), Ragathiel (General of Vengeance), Sinashakti (The Immaculate Joy), Soralyon (The Mystic Angel) and Ylimancha (Harborwing). There’s a ton of information on these Empyreal Lords (and a lot more!), mystery cults, and the Mystery Cultist prestige class in Pathfinder Campaign Setting: Chronicle of the Righteous, but this entry contains just enough information to whet your appetite for more, and to briefly describe (just a few sentences) each of the most common empyreal lords in Magnimar. After this it moves right onto a new cavalier order, Order of the Monument. I think this Order is very cool and useful, but not suitable for all campaigns. This order requires that you select a single city or settlement to protect. You don’t need to stay in that city all the time, but it’s pretty hard to justify somehow protecting your city when you haven’t been there in a long time. So, although this would be an awesome Order to play in plenty of Adventure Paths and modules (including Curse of the Crimson Throne, Kingmaker, Hell’s Vengeance, Ironfang Invasion, Ruins of Azlant, The Dragon’s Demand and even the Crown of the Kobold King series of adventures), there’s a lot of other Adventure Paths and Modules where it wouldn’t be thematically appropriate. After this nifty new Order we get a Variant Channeling ability for each of the mentioned empyreal lords, which can also be chosen by clerics who worship deities with the same portfolios. These variant channeling abilities include Duty, Flying, Journeys, Moonlight, Monuments and Sexuality. Personally, I like the moonlight and monuments abilities best, but I’d be curious to see what everyone else thinks.
And that brings us to the Oracular Council. Located in the nation of Po Li where divine magic is revered, but worshipping the gods is forbidden, the Oracular Council uses advanced mathematics and a wide variety of divinations to foretell the future and govern their nation. In addition to information about the group itself, there’s also details on initiation and membership with the Oracular Council, as well as details on what it’s like working for the Council. Although this entry wasn’t my favourite, they did a great job of presenting thorough, but not overwhelming, details on this group. I really liked it. After this is the Divine Numerologist, which is an oracle archetype that’s pretty neat. This archetype is compatible with any mystery, and replaces the 10th, 12th, 14th, 16th, and 18th level bonus spells with divination themed ones. But, it’s the two unique revelations that really make this archetype shine. The first is Calculate the Odds, which must be taken at 1st level, and allows your character to quickly use numerology to grant herself a bonus on her next d20 roll equal to her Charisma bonus. Very cool, but I wish you could use it more often (it’s usable once per day at 1st level, twice at 7th, and three times at 15th). The second unique revelation is Program the Divine Algorithm, which you must take at 7th level, and lets you choose to take the average of a single or set of die rolls instead of rolling (so a 10 on a d20 or three 3s if rolling 3d6). All of your regular modifiers are then added as normal. The final revelation makes your character immune to aging, and allows a critical threat rolled within 30 feet of you by an ally to automatically confirm once a day. Neat. But, that’s not all this entry has to offer. There’s also five new numerology themed investigator talents, the coolest of which is Greater Numerical Alchemy. Definitely check it out!
Iconography of the Prophecies of Kalistrade
Up next is the article I was the most excited to read about when I learned about this book: The Prophecies of Kalistrade. Now, I knew of the prophecies, and I knew that Prophets of Kalistrade were full of themselves and interested in amassing wealth. I also know that they wore long white gloves so they’d never have to come sully themselves via contact with someone not of their faith. But, I didn’t know much more than that. They have weird taboos, but I didn’t know what they were, and they wear a lot of white and gold. Voila! I know, Ygritte, I know nothing. Which is why I was hoping I would learn something more concrete about their group in this book. There was plenty of information in here, but at the end of it, I still don’t fell like I’ve got a handle on them. Maybe it’s me. I have a feeling I might ‘get’ them more if I just made a Kalistocrat and played them. Still, info aside, these guys have some awesome player options. First up is a new psychic discipline: Superiority, which focuses on the Kalistocrats absolute confidence in themselves, disdain for touching the unworthy, and their greed. The Magical Hoarder ability is particularly cool! I definitely recommend checking this one out if you’re going to make anyone who’s particularly proud or self-centred. It’s pretty awesome! There’s also three new spells, fastidiousness (which keeps you perpetually clean), hallucinatory decor (which lets you change the way things appear so they meet your high standards), and unflappable mein (which tries to stop others from touching you, and can harm them if they try). I’m not going to lie, my next bard is definitely taking fastidiousness! Haha.
A mask worn by followers of Razmir, the Living God.
Following the self-centred Kalistocrats is a guy who takes ‘self-centred’ to a whole new level: Razmir, the Living God. Now, I love to hate these guys. In everything I’ve seen Razmirans used, they’re the villain. The wonderful modules Masks of the Living God and City of Golden Death are particularly good examples of this. But, that doesn’t mean that’s all these cultists are. An entire nation worships Razmir, and most of those people are just trying to get by. They’re normal. So, I love that this is an article that aimed at them. We get some information about Razmir himself, reasons that outsiders might say he’s not a ‘real’ god but a charlatan, reasons that believers refute those claims, and reasonings behind Razmir’s teachings. There’s information on a priest’s role, and Razmir’s interactions with other religions. All of this was really helpful, and I feel like it gave me a much better understanding for them as a group. I definitely want to make a worshipper of Razmir now, which isn’t something I’ve never wanted to do before. After all this information we get to an archetype for the ninja. Yeah, when does that ever happen, right? Well, wait no longer! This ninja archetype is called Mask of the Living God, and it’s pretty awesome. Of course, it’s also intrinsically tied to the Razmiran faith, so it’s not very adaptable. After this there’s four new arcanist exploits, my favourite of which is Mending Flesh, and a single greater exploit which is pretty nifty, Convert Wand. All of the arcanist options are worth a read.
Next we have the philosophy of Sangpotshi, which is the concept that our souls are reincarnated after death into a form based upon our deeds and worthiness from our previous lives, until we eventually achieve the honour of breaking the cycle and resting in Pharasama’s Boneyard. It’s a mix of the concepts of reincarnation, karma and fate, all rolled into one. This philosophy is incredibly prevalent in Tian Xia, and is compatible with many different religions. Most of the information presented on it involves the role of a believer to the, and their relationships with other religions. There’s a spiritualist archetype up for offer, called the Seeker of Enlightenment, which I thought I would like more than I did. I think my favourite ability it offered was Words of the Past, which lets you cast comprehend languages at will as a spell-like ability. There’s also some options for vigilantes, including two social talents and three vigilante talents. My favourites were Ancestral Enlightenment, Magical Familiarity and Weapon Familiarity.
Which brings us to the Shoanti Shamanic Traditions. Now, as mentioned, I LOVE, LOVE, LOVE the Shoanti peoples and their culture. But, I’ve also read a lot about them already. So, as much as I was hoping there’d be new information on them for me to drool over, I wasn’t sure what I’d be getting. Unfortunately, I didn’t find any new information about their traditions in this volume. However, for those of use who don’t own the original Curse of the Crimson Throne Adventure Path, The Inner Sea World Guide, or Varisia, Birthplace of Legends, this is a great way to explore the awesomeness that is the Shoanti. The character options were quite exciting, though. The Totem Channeler is a fun looking skald archetype, while the faith trait Aspect of the Quah, allows hunters to replace one of their animal aspects with a new aspect related to a Shoanti’s quah (tribe). Shiny!
The last discipline we’re looking at in this book is Tamashigo, which is a philosophy that teaches that every part of nature has a soul and a spirit, and that these spirits must be treated with honour and respect, for their whims shape the world. This is most common in Tian Xia (which is where it is known as Tamashigo), but this philosophy can also be found in many other cultures of the Inner Sea, from Kellid tribes, to the Shoanti Quahs, and beyond. Much like Sangpotshi, this philosophy is compatible with nearly any religion, and can be used for characters of a variety of faiths. After this there’s a cool Samurai archetype, called the Ward Speaker, which honours the kami (more information on Kami can be found in Bestiary 3 or the Jade Regent Adventure Path). There are also two new bardic masterpieces, which are neat. I especially like Kaminari Drums, which allows percussionists to call lightning down from the sky.
Although that brings us to the last of the disciplines explored in Disciple’s Doctrine, this isn’t the end of the book. There’s a little bit left: a chapter called Tools of the Faith, which features three pages of mundane and magical equipment for characters to purchase, followed by two occult rituals. I particularly enjoyed the Godstar, and the Lantern of the Four Elements. The Echo of Divinity’s Promise was also cool, but too expensive. As for the occult rituals, check out the Song of the Kami’s Gift!
And that brings us to the end of Disciple’s Doctrine. This was a really good book, and I rather enjoyed it. My favourite entries were on the Concordance of Elements, The Cults of the Failed, the Hellknights of the Godclaw, and Razmir the Living God. As for character options, it’s the elemental monk archetype, the superiority psychic discipline, the arcanist exploits, and the hellknight litanies that I’m going to make the most use of.
Have your own copy of Disciple’s Doctrine? Let us know your favourite parts in the comments!