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== | ==Créer vos propres liens relationnels== | ||
Lorsque vous créez vos propres liens relationnels et que vous utilisez ce livre, la valeur de base d'un test pour atteindre un certain rang est généralement de 10 + deux fois le rang en question pour les tests de compétence et les jets de sauvegarde. N'hésitez pas à mélanger cette valeur de base dans vos propres liens relationnels en augmentant ou en diminuant la valeur de base à certains niveaux (ou de manière générale) lorsque vous le jugez approprié. | Lorsque vous créez vos propres liens relationnels et que vous utilisez ce livre, la valeur de base d'un test pour atteindre un certain rang est généralement de 10 + deux fois le rang en question pour les tests de compétence et les jets de sauvegarde. N'hésitez pas à mélanger cette valeur de base dans vos propres liens relationnels en augmentant ou en diminuant la valeur de base à certains niveaux (ou de manière générale) lorsque vous le jugez approprié. |
Version du 22 mai 2021 à 17:15
Relationship Ranks
Chaque personnage commence le jeu au rang 0 avec la plupart des PNJ. Un PC peut passer du rang 1 au rang 10, en apprenant davantage sur la personnalité, les objectifs, les problèmes et les secrets de ce PNJ. Le rang 1 représente l'établissement d'une relation, et les rangs 4, 7 et 10 sont des rangs importants qui représentent chacun une percée majeure. Pour passer d'un rang à l'autre, un PC doit gagner suffisamment de points de camaraderie pour atteindre le rang souhaité.
Points de Camaraderie pour atteindre le rang suivant, puis réussir à monter en grade. Le tableau ci-dessous décrit les points de camaraderie nécessaires pour passer au rang supérieur en fonction du moment de la campagne où le personnage est devenu un PNJ important.
Camaraderie Points
Les PC peuvent gagner des points de camaraderie de plusieurs façons. Premièrement, lorsqu'un PC accomplit une action significative alignée sur l'intérêt du PNJ, ce PC gagne un certain nombre de points de camaraderie (généralement 1 ou 2). Deuxièmement, lorsqu'un PC monte de niveau, le joueur peut attribuer 2 points de camaraderie chacun à un PNJ qu'il a rencontré, que ce soit au cours d'une campagne personnelle en cours ou d'un chapitre d'un chemin d'aventure ou d'une série publiée, pour représenter le fait que le PC passe plus de temps avec ce PNJ (par exemple, un PC dans l'aventure 3 pourrait attribuer 2 points de camaraderie chacun à un PNJ de l'aventure 1, un autre PNJ de l'aventure 2, ou un autre de l'aventure 3). A la discrétion du MJ, un PNJ peut ne pas être disponible comme choix si ce PNJ n'est pas disponible pendant toute la durée du niveau (par exemple, si ce PNJ est dans le coma ou kidnappé). Enfin, une fois par étape, chaque PC peut tenter de gagner les faveurs de chaque PNJ disponible en passant un peu de temps avec lui, en lui offrant un cadeau, une histoire, un trait d'esprit, ou tout ce à quoi le joueur peut penser. En plus des trois façons standards de gagner des points de camaraderie, le MJ devrait se sentir libre d'attribuer ou de soustraire des points de camaraderie quand il le juge approprié en fonction des actions ou des décisions d'un PC. Par exemple, un PC qui élève des morts-vivants risque de rencontrer la désapprobation des bons PNJ et de perdre des Points de Camaraderie. Ce même PC pourrait gagner des Points de Camaraderie avec un PNJ harpie cynique qui serait amusé par l'utilisation efficace des corps. Si un PC gagne plus de points de camaraderie qu'il n'en faut pour monter en grade, les points de camaraderie supplémentaires ne s'appliquent jamais aux futurs grades. Au lieu de cela, ils accordent un bonus égal au double du nombre de points à tous les tests effectués pendant le passage au rang supérieur.
Relationships
Table 7-1: base required camaraderie poinTs To ranK up
RANK | EARLY CAMPAIGN | MIDDLE CAMPAIGN | LATE CAMPAIGN |
---|---|---|---|
Rank 1 | 0 | 0 | 0 |
Rank 2 | 2 | 2 | 1 |
Rank 3 | 4 | 3 | 2 |
Rank 4 | 6 | 4 | 2 |
Rank 5 | 4 | 3 | 2 |
Rank 6 | 6 | 4 | 2 |
Rank 7 | 8 | 6 | 3 |
Rank 8 | 6 | 4 | 2 |
Rank 9 | 8 | 6 | 3 |
Rank 10 | 10 | 7 | 4 |
Créer vos propres liens relationnels
Lorsque vous créez vos propres liens relationnels et que vous utilisez ce livre, la valeur de base d'un test pour atteindre un certain rang est généralement de 10 + deux fois le rang en question pour les tests de compétence et les jets de sauvegarde. N'hésitez pas à mélanger cette valeur de base dans vos propres liens relationnels en augmentant ou en diminuant la valeur de base à certains niveaux (ou de manière générale) lorsque vous le jugez approprié.
Dans le cas d'un test de compétence, le PC peut également effectuer un test de capacité à plat en utilisant la capacité clé associée à cette compétence avec un DC de 10 + le rang en question si cela a plus de chances de réussir. Cependant, si la compétence n'est qu'entraînée, le DC du test de capacité à plat augmente de 5.
Par exemple, un certain PNJ peut avoir besoin d'un test de performance DC 20 (10 + 2 * 5) pour atteindre le rang 5, mais un PC peut substituer un test de Charisme DC 15 (10 + 5) à la place si c'est plus facile. Cependant, un autre PNJ pourrait avoir besoin d'un test de Connaissance (plans) DC 22 pour atteindre le rang 6, et un PC pourrait substituer un test d'Intelligence DC 21 (10 + 6 + 5 pour être entraîné uniquement). N'hésitez pas à mélanger ce DC de base dans vos propres liens relationnels en augmentant ou en diminuant le DC de base à certains niveaux (ou de manière générale) lorsque vous le jugez approprié. Par exemple, un PNJ peut être facile à comprendre à un niveau superficiel (-5 à tous les DCs pour les premiers rangs) mais extrêmement prudent avec ses pensées intérieures (+5 à tous les DCs pour les rangs suivants).
Ranking Up
Une fois qu'un PC est prêt à monter en grade auprès d'un PNJ, il peut choisir d'engager une conversation de montée en grade avec ce PNJ une fois par étape. Ces conversations peuvent être aussi courtes ou longues que le MJ le souhaite, allant d'un simple jet de dés à de longues conversations sur l'histoire en cours du PNJ. Les relations amicales présentées dans ce livre comprennent chacune une description du sujet pour vous guider dans le jeu de rôle de chacun des dix rank- ups pour chaque PNJ. Chaque classement nécessite également un certain test pour réussir à monter en grade, éventuellement plus d'un. Les percées significatives nécessitent souvent trois succès ou plus pour les réussir.
Comme d'habitude, si vous jouez la conversation sur le classement, attribuez des bonus ou des pénalités de circonstance en fonction de la façon dont le PC interagit avec le PNJ et n'oubliez pas d'appliquer tout excédent de points de camaraderie comme un bonus supplémentaire à tous les tests effectués pendant le classement.
Succès : Si un PC réussit tous les tests requis, il gagne immédiatement un rang auprès de ce PNJ, ce qui lui permet de gagner des points d'expérience ou de nouvelles capacités. Peu importe le nombre de points de camaraderie excédentaires que le PC avait acquis avant la réussite, ils n'affectent pas le nombre de points requis pour atteindre le rang suivant. Par exemple, si un PC particulièrement malchanceux échoue plusieurs fois à atteindre le rang 5 avec un PNJ, accumulant 6 points de camaraderie en trop, lorsque le PC réussit enfin, ces points supplémentaires disparaissent, et le PC a encore besoin de 6 points de camaraderie pour atteindre le rang 6.
Échec : Si un PC ne parvient pas à monter en grade, il ne doit pas désespérer. Le fait d'essayer de monter en grade lui donne deux points de camaraderie (et comme ceux-ci sont toujours supérieurs au nombre nécessaire pour monter en grade, ils lui donnent un bonus de +2 sur toutes ses futures tentatives). Ces points s'empilent, de sorte qu'un PC suffisamment persévérant finira par réussir. Si un passage au rang supérieur nécessite plusieurs contrôles dans une progression, et que vous échouez à un contrôle ultérieur, vous pouvez recommencer à partir du contrôle que vous avez échoué au lieu du premier contrôle (sauf indication contraire spécifique). Par exemple, si vous avez besoin d'un test de Perspicacité pour comprendre que quelque chose dérange le PNJ, suivi d'un test de Persuasion pour l'amener à en parler, et que vous réussissez le test de Perspicacité mais échouez au test de Persuasion, vous pourrez commencer par la Persuasion la prochaine fois.
Affinités : Certains PNJ ont des affinités particulièrement bonnes ou mauvaises avec certains PC. Les affinités vont de Grandes à Terribles (voir Tableau 2). La plupart des PNJ ont une affinité moyenne avec un PC donné. Cependant, si le PC a choisi un arrière-plan lié à un PNJ ou si le PC a la même carte que le PNJ, le PC a automatiquement une affinité supérieure d'un cran avec ce PNJ (ou de deux crans si les deux sont vrais). Sinon, si un PNJ est attiré par le PC, est lié au PC, ou toute autre raison qui mène à une affinité particulière, le MJ peut décider que le PNJ et le PC ont une affinité meilleure que la moyenne, et si le PNJ et le PC sont fortement opposés en matière d'éthos ou de vision du monde, le MJ peut décider que le PNJ et le PC ont une affinité pire que la moyenne.
Comme les affinités ne modifient que le nombre de Points de Camaraderie requis pour chaque rang, le MJ peut changer les affinités de manière fluide si les PC et les PNJ évoluent pour être mieux ou moins adaptés les uns aux autres. Si un PC a plus de points de camaraderie qu'il n'en faut pour monter en grade grâce à l'affinité, comme d'habitude, ces points supplémentaires apportent un bonus à tous les tests effectués pour monter en grade.
Table 7-2: effecTs of affiniTy
AFFINITY | EFFECT |
---|---|
Terrible | 2 extra Camaraderie Points required for each rank, -3 to all checks to rank up |
Bad | 1 extra Camaraderie Point required for each rank, -1 to all checks to rank up |
Average | No Effect |
Good | 1 fewer Camaraderie Point required for each rank, +1 to all checks to rank up |
Great | 2 fewer Camaraderie Points required for each rank, +3 to all checks to rank up |
Etapes Importantes
Etape mportante et Intermèdes
Si vous utilisez le système de temps d'arrêt, un PC peut passer un jour d'arrêt à interagir avec un seul PNJ pour faire une seule tentative de gagner des points de camaraderie comme si une étape était passée. Ces jours d'arrêt ne peuvent pas être utilisés pour monter en grade avec le PNJ.
En fixant le rythme des étapes, vous pouvez décider de la fréquence à laquelle vous souhaitez inclure des éléments relationnels dans le contexte de votre scénario général. En général, il est préférable d'avoir au moins un ou deux jalons à chaque niveau ; si vous jouez un chemin d'aventure étendu, prévoyez au moins 5 jalons dans chaque chapitre de l'aventure, avec un maximum qui est souvent beaucoup plus élevé mais qui dépend de l'ampleur de cette aventure. Par exemple, un livre sur un long voyage dans l'Arctique peut comporter plus d'étapes qu'un livre sur une querelle tendue mais rapide avec une guilde d'assassins. Chaque étape donne une chance de monter en grade si le PC est prêt ainsi qu'une chance de se mêler au PNJ et éventuellement de gagner des points de camaraderie.
Pour gagner des points de camaraderie à une étape, le PC doit décrire comment il interagit avec le PNJ, par exemple un cadeau qu'il offre, une blague qu'il raconte ou une activité qu'il réalise. Le MJ décide dans quelle mesure l'interaction convient à ce PNJ en particulier, de Terrible/Perfunctoire (quelque chose de générique ou d'inadapté au PNJ) à Parfait (quelque chose qui correspond parfaitement au PNJ, comme une carte des étoiles pour un voyant mystique). Les exemples de relations contiennent des conseils sur les types d'interactions et de cadeaux qu'ils préfèrent. Rappelez-vous que le superficiel est la pire catégorie de cadeau, donc un PC qui ne s'arrête pas pour penser aux PNJ ou faire attention à ce qu'ils aiment et qui achète le même cadeau pour tout le monde travaillera probablement avec un cadeau superficiel ou mauvais.
Artisanat : Parfois, la qualité du travail est importante. Qu'un PC récite un haïku ou écrive une calligraphie complexe, la qualité du cadeau dépend du niveau de performance ou du savoir-faire. En général, tout ce qui est inférieur à un test de performance ou d'artisanat DC 10 est un échec automatique, 10-14 est deux catégories inférieures à la normale, 15-19 est une catégorie inférieure à la normale, 20-29 est standard, 30-39 est une catégorie supérieure à la normale, et 40+ est deux catégories supérieures. Par exemple, l'Impératrice Destinée adore les récits d'aventure (un bon cadeau pour elle), l'un des PJ décide de raconter un récit de ses prouesses contre les gobelins. Malheureusement, il ne réussit qu'un 6 à ce test de performance, à peine mieux qu'un mendiant au coin de la rue. L'Impératrice Destinée est tout de même impressionnée par le fait qu'il ait essayé, et le cadeau est donc considéré comme médiocre (deux échelons de moins que bon). Pendant ce temps, un autre PC tente de fabriquer une horrible chope à bière à partir du crâne de son adversaire tombé au combat, pour montrer à l'Impératrice Déchue que personne ne devrait oser la kidnapper à nouveau. Normalement, ce serait un cadeau terrible pour elle, mais il réussit à obtenir un 42 au test d'Artisanat, créant ainsi l'une des plus belles chopes de crâne du pays. Il s'agit donc d'un cadeau moyen (deux fois mieux que terrible).
Répétition : Si vous avez l'impression qu'un PC fait toujours la même chose, peut-être simplement en essayant d'utiliser sa meilleure compétence parce qu'elle a le bonus le plus élevé, n'hésitez pas à compter l'interaction ou le don comme étant pire d'une catégorie après un certain nombre de répétitions, pire de deux catégories après plus de répétitions, et ainsi de suite. Si cela amène la qualité en dessous de Terrible/Perfunctoire, une pénalité de -5 s'applique pour chaque niveau de qualité en dessous. Si le PC trouve une bonne raison d'utiliser la même compétence, il n'a pas à payer cette pénalité. Par exemple, supposons que l'un des PJ souhaite devenir le peintre personnel de l'Impératrice Destinée, bien qu'il n'ait aucun talent en peinture. Il commence par offrir à l'Impératrice Déchue une copie encadrée de la meilleure peinture qu'il ait jamais faite (DC 15), puis plus tard, au fur et à mesure qu'il s'améliore, il lui offre également des peintures de qualité supérieure (peut-être DC 20, DC 30, et DC 40). Comme chacune de ces peintures représente une progression dans le parcours du peintre pour devenir un maître peintre, vous pourriez décider en tant que MJ que cela ne compterait pas comme répétitif.
Une fois que vous avez déterminé la qualité du cadeau ou de l'interaction en fonction des préférences du PNJ et des autres facteurs ci-dessus, le PC doit lancer un test pour déterminer si le PNJ reçoit bien cette interaction ou ce cadeau. Ces tests sont généralement des tests de Diplomatie, mais dans certains cas, d'autres tests de compétences sont appropriés. Le DC du test et ses résultats sont indiqués dans la Table 3. Comme pour les montées en grade, chaque fois que c'est un avantage pour le PC, permettez-lui de lancer un test de capacité sans entraînement au DC standard réduit (inférieur d'un montant égal au rang suivant).
Table 7-3: qualiTy of inTeracTions and gifTs
QUALITÉ!EFFET | |
---|---|
Terrible/ Perfunctory | DC 25+2*+le prochain rang gagne 1 CP, réussir par 10 pour 2 CP |
Mauvais | DC 20+2* le prochain rang gagne 1 CP, réussir par 10 pour 2 CP |
Moyenne | DC 15+2* le prochain rang gagne 1 CP, succès par 5 pour 2 CP |
Bon | DC 10+2* le prochain rang gagne 1 CP, succès par 5 pour 2 CP |
Perfect | Automatically gain 1 CP. DC 5+2* next rank gains 2 CP, succeed by 10 for 3 CP |
Rivalités
Les relations désalignées, ou rivalités, sont un trope courant dans les récits de fantasy impliquant des héros de milieux différents et des valeurs qui s'affrontent. Une rivalité fonctionne de la même manière qu'une relation amicale, sauf que les points de rivalité sont gagnés par des actions qui défient les compétences du PNJ ou le narguent d'une manière ou d'une autre. Les rivalités montent généralement en grade par une démonstration de compétence plutôt que par un événement spécifique, car il est peu probable que les PNJ partagent leurs secrets et leurs faiblesses avec leurs rivaux. Les percées d'une rivalité doivent toujours impliquer une compétition importante entre les deux rivaux, qu'il s'agisse d'un combat de lutte, d'un concours de cuisine ou d'un duel jusqu'à l'inconscience. Les affinités sont généralement inversées pour les rivalités, donc par exemple, même s'ils sont du même côté, un nécromancien et une prêtresse du soleil ne feraient pas des amis faciles, mais ils pourraient faire de solides rivaux.
Traits de caractère
Un PC ayant un lien ou un arrière-plan lié à un PNJ bénéficie de plusieurs avantages pour établir une relation amicale avec le PNJ choisi. Les PC commencent automatiquement au Rang 2 avec le PNJ de leur choix, avec deux points de camaraderie vers le Rang 3. De plus, le PC a une meilleure affinité avec ce PNJ (donc généralement une bonne affinité). Les MJ et les joueurs devraient travailler ensemble pour s'assurer que les PC ont l'opportunité de choisir un PNJ approprié avec lequel le PC pourra avoir une relation amicale.
Rank-Ups automatiques
Certaines relations existent entre les PC et les PNJ qui sont soit abstraites, soit se déroulent à distance, comme la rivalité entre les PC et le méchant dont ils ont entendu parler mais qu'ils n'ont jamais rencontré. Dans ces cas-là, la relation s'intensifie lorsque les PC accomplissent des actions majeures dans ou contre les intérêts de ces PNJ.
Avantages de la relation
En plus de l'avantage inné d'apprendre à mieux connaître les PNJ et de prendre part à leur histoire en cours, ce livre présente des avantages mécaniques liés au développement de relations avec les PNJ qui peuvent enrichir le jeu et encourager certains des rôlistes les plus hésitants lorsque leurs personnages "montent en grade" en développant leur relation avec un PNJ.
Expérience : Une façon simple de récompenser les PC qui s'engagent est d'attribuer une valeur d'expérience à la montée en grade. Le MJ doit choisir de diviser cette expérience de manière égale entre tous les PC pour garder l'équilibre ou de donner de l'XP de relation aux PC individuels pour récompenser l'engagement. Dans les deux cas, le PNJ devrait également gagner une quantité égale d'expérience pour l'avancement de la relation - cela maintiendra naturellement les PNJ préférés des PC à un niveau un peu plus élevé que les autres, prêts à être emmenés dans des aventures.
Les avantages : Chaque PNJ possède un ensemble particulier d'honneurs qu'il accorde aux PC qui atteignent certains rangs avec lui, liés aux capacités et à la personnalité du PNJ. Lorsque vous créez vos propres boons, utilisez les boons existants comme guides pour l'équilibre.
Participation : Parfois, les joueurs souhaitent faire appel à des PNJ pour les aider dans leurs aventures. Chaque PNJ de ce livre a un rang à partir duquel il accepte généralement de venir, ainsi qu'un rang à partir duquel il accepte de devenir une cohorte pour ce PC (généralement les rangs 4 et 7). Si un PNJ vient mais n'est pas une cohorte, il recevra généralement une part d'expérience et de trésor. Si les PCs amènent régulièrement de nombreux PNJs, il peut être judicieux d'augmenter le niveau de défi de l'opposition (le gabarit Avancé sur les monstres, un niveau de classe supplémentaire sur les PNJs nommés, et la multiplication par 1,5 sur les sbires multiples est un moyen simple de s'adapter à 6 personnages au lieu de 4).
Romance : Chaque PNJ a un certain rang au-dessus duquel il peut être réceptif à la romance, bien que les PNJ aient des idées différentes sur l'intimité et les relations. S'engager dans une relation à long terme améliore généralement votre affinité d'un échelon, tandis qu'une rupture supprime généralement cet avantage et réduit votre affinité d'un échelon supplémentaire.
Rédemption : Le système de relations de ce livre représente un excellent moyen de mesurer le processus de rédemption à long terme afin qu'il donne l'impression d'être un processus difficile et progressif. Plusieurs PNJ maléfiques qui ont de bonnes chances de rejoindre la caravane sont listés avec des chemins de rédemption.
Table 7-4: relaTionsHip xp
RANK | ACHIEVED XP REWARD |
---|---|
1 | 135 |
2 | 67 |
3 | 135 |
4 | 800 (800 extra for first Rank 4 breakthrough) |
5 | 400 |
6 | 800 |
7 | 4800 (4800 extra for first Rank 7 breakthrough) |
8 | 2400 |
9 | 4800 |
10 | 28800 (28800 extra for first Rank 10 breakthrough) |
=Exemples de relations
Les exemples de relations suivants sont présentés comme des PNJ potentiels que les héros pourraient rencontrer au cours de leurs voyages. Ils peuvent être utilisés seuls, mais plusieurs d'entre eux ont également des liens relationnels intégrés qui peuvent les connecter à d'autres PNJ lorsque les PC naviguent et construisent leurs relations avec plusieurs PNJ à la fois. Ce lien narratif entre les PNJ peut être aussi lâche ou aussi étroit que souhaité, allant de simples personnes qui se connaissent et sont amies à des personnes ayant un passé secret et des chemins vers le destin. Cette collection d'exemples de relations peut également être reliée à un métarécit en cours ; dans ce cas, un PNJ est l'héritier d'un empire lointain, perdu depuis longtemps, qui vient de découvrir sa véritable identité et rassemble plusieurs autres PNJ comme alliés pour l'aider à s'y rendre depuis leur maison commune de Sandtown et à obtenir son droit de naissance. D'autres PNJ peuvent être rencontrés en cours de route et peuvent être des alliés ou des ennemis, et les PC eux-mêmes peuvent trouver leurs propres rôles et créer leur propre histoire en rencontrant ces PNJ et peut-être même les accompagner dans un grand voyage à travers la vaste étendue du monde.
Les PNJ fournis ici n'ont pas de statistiques de jeu, de classes de personnages ou de races, ni même de noms propres, car ce produit se concentre davantage sur leur personnalité et les rôles qu'ils peuvent jouer dans leur interaction avec les PC. Vous pouvez facilement utiliser des personnages de n'importe quel type pour remplir ces rôles, et vous pouvez certainement changer leur sexe ou tout autre détail personnel ou mécanique du jeu si cela a plus de sens pour la façon dont ils s'adapteraient aux personnages de votre campagne.
Le Maître de Caravane
Le lien relationnel du Maître de Caravane est fortement axé sur les aspects mercantiles de la caravane qu'il exploite, les PC servant initialement de simples mercenaires, gardes ou guides, mais développant un lien durable. Au fur et à mesure qu'il se rapproche du PC, il devient prêt à parler de sa carrière d'aventurier avortée et de son frère qui a péri, de ses parents morts et de son frère perdu dans le crime organisé, et de son attirance pour l'Impératrice Destinée.
Cadeaux et interactions préférés : Le Maître de Caravane est un fan de la nourriture riche et de la bonne compagnie. Il apprécie également ceux qui l'aident à évaluer les objets et à trier les intérêts mercantiles de la caravane.
Notes d'affinité : Le Maître de Caravane peut avoir des affinités positives avec d'honnêtes marchands Wanderer comme lui ou avec le clergé de la déesse de l'amour comme son défunt frère. Il aura presque certainement une affinité négative pour les membres actifs d'une famille du crime organisé wanderer, bien qu'il ait de l'empathie pour ceux qui souhaitent échapper à une telle vie.
Rejoindre la caravane : Le maître de la caravane possède la caravane et la rejoint automatiquement lorsque les PJ ont accès à la caravane.
Rester avec la caravane : Puisqu'il est le propriétaire de la caravane et qu'il est férocement loyal envers l'Impératrice Destinée, le Maître de Caravane restera toujours avec la caravane.
Participation : Le Maître de la Caravane rejoindra les PC en mission d'aventure active dès que l'un d'entre eux aura fait une percée au rang 4 et apaisé ses craintes persistantes. L'exception est si l'Impératrice Destinée est kidnappée, auquel cas il acceptera toujours de venir. Le Maître de Caravane n'acceptera de devenir la cohorte d'un PC qu'après avoir atteint le Rang 7 avec ce PC.
Romance : Le Maître de Caravane peut avoir une romance après qu'au moins un PC ait fait une percée au rang 7 et l'ait aidé à gérer ses sentiments persistants pour la Destinée. sentiments persistants pour l'Impératrice Destinée (à moins qu'il ne l'ait convaincu de poursuivre l'Impératrice Destinée à la place). Une fois cette étape franchie, n'importe quel PC de rang 5 ou plus peut entamer une relation à long terme avec lui, bien qu'il y aille doucement.
Avantages
Confident du Maître des caravanes (Rang 7)- Vous êtes l'un des amis les plus proches du Maître des caravanes, et vous avez passé d'innombrables heures à travailler sur la caravane et à partager des secrets. Vous gagnez un bonus de compétence de +2 aux tests d'évaluation ou de profession (marchand), et votre bonus aux jets d'attaque lorsque vous flanquez le Maître des caravanes augmente de 1.
Partenaire du Maître de la Caravane (Rang 10) - Le Maître de la Caravane vous fait confiance en tout comme un partenaire à part entière dans tous ses futurs projets commerciaux. Vous avez appris à profiter de chaque ouverture que le Maître des Caravanes vous accorde, et vice versa. Vous et le Maître de Caravane êtes traités comme si vous aviez la prouesse d'Opportunistes en Paire, mais seulement l'un avec l'autre. Si vous avez tous les deux l'exploit, augmentez le bonus sur les attaques d'opportunité de 1 si vous et le maître de la caravane êtes adjacents.
Rank-Ups
Rang 1 - Le Maître de Caravane se présente, apprend le nom du PC et prend sa mesure. Il lui demande sa boisson préférée et quelques autres questions, et il lui explique la caravane et les membres qui ont déjà été rassemblés.
DC 12 Diplomatie. En cas d'échec, le Maître de Caravane n'a pas l'impression d'avoir eu la chance de connaître le PC et aimerait lui reparler.
Rang 2 - Le Maître de Caravane fait la chronique du récent butin de la caravane et se prépare à l'évaluer pour le vendre. Il invite le PC à se joindre à lui pour l'évaluation, tout en discutant davantage du commerce et du fait d'être à la tête d'une caravane. Il pense qu'avoir un œil sur les objets de valeur est utile à tout aventurier, et pas seulement aux marchands.
DC 14 Évaluer. En cas d'échec, le Maître de Caravane dit au PC de ne pas s'inquiéter si c'est difficile au début et invite le PC à s'entraîner avec lui un peu plus tard.
Rang 3 - Le Maître de Caravane examine divers papiers remplis d'informations sur les routes commerciales et les compagnies marchandes, avec des notes dans la langue des vagabonds griffonnées partout dans les marges.
Si c'est pendant une période particulièrement stressante, comme lorsque l'Impératrice Destinée est dans le coma ou kidnappée, il explique au PC qu'il aime se concentrer sur quelque chose qu'il a l'impression de pouvoir contrôler, comme les détails mercantiles, afin de détourner son esprit des événements stressants et de l'incertitude. Dans tous les cas, il invite le PC à le rejoindre pour élaborer la stratégie commerciale de la caravane.
DC 16 Profession (marchand). En cas d'échec, le maître de la caravane remercie le PC pour son aide, mais lui fait remarquer que ses idées ont quelques failles. Il les invite à affiner leurs idées et à venir lui en parler plus tard.
Rang 4 (percée) - L'aventure actuelle a réveillé de mauvais souvenirs chez le maître de la caravane à propos de la mort de son frère.
DC 20 Motif de Sens. En cas d'échec, le PC ne réalise pas ce que le Maître de Caravane ressent. En cas de réussite, ils réalisent qu'il a l'air hanté et continuent la percée. Le Maître de Caravane ne peut se résoudre à faire remonter ces souvenirs au premier plan, même s'il se rend compte que parler serait thérapeutique. Il demande au PC de partager un verre avec lui jusqu'à ce qu'il soit prêt à parler, offrant son meilleur brandy, ou peut-être la boisson de choix du PC.
Sauvegarde de Force DC 18. En cas d'échec, le PJ ne tient pas suffisamment l'alcool et boit suffisamment pour que le Maître de Caravane se sente à l'aise pour en parler ce soir-là. En cas de succès, l'alcool a suffisamment délié les lèvres du Maître de Caravane pour qu'il se sente prêt à parler de la dernière aventure fatidique de son ancien groupe et de la mort de son frère. Avant de raconter l'histoire, il demande au PC de jurer de ne pas en parler à qui que ce soit, et surtout pas à portée de voix de l'Impératrice Destinée. À la fin, le maître de la caravane doit faire comprendre qu'il a déjà abandonné l'aventure à cause de cette expérience et qu'il commence à s'inquiéter de sa capacité à tenir le coup dans l'aventure actuelle. Insistez sur le fait qu'il a failli mourir ou que des personnages sont morts jusqu'à présent. Laissez le PC essayer le tact qu'il souhaite pour l'aider à se remettre sur les rails.
DC 20 Diplomatie. En cas d'échec, le maître de la caravane est encore ébranlé et demande à parler davantage avec le PC. En cas de succès, le Maître de la Caravane réalise que le PC a raison, et il est capable de se débarrasser des chaînes du passé et de s'engager plus pleinement dans l'aventure en cours. Les futurs PC utilisent la version suivante du rang 4 à la place.
Rang 4 - Le maître de la caravane demande au PC de partager des boissons avec lui pendant un certain temps.
Sauvegarde de Force DC 18. En cas d'échec, le PC n'est pas capable de tenir l'alcool et le maître de la caravane promet de lui donner quelque chose de plus léger la prochaine fois. En cas de succès, il raconte au PC la dernière aventure de son ancien groupe.
Rang 5 - Le Maître de Caravane étudie la culture locale de la région que la caravane est en train de visiter (ou qu'elle visitera la prochaine fois si cela est plus approprié) afin de déterminer quelles sortes de marchandises la caravane devrait acheter et vendre. Il invite le PC à le rejoindre et à échanger des conseils.
DC 20 Connaissance (locale). En cas d'échec, il demande au PC de rassembler plus d'informations sur la culture et de le retrouver pour revoir sa stratégie.
Rang 6 - Le Maître de Caravane examine la route que la caravane a empruntée jusqu'à présent, ainsi que la distance qu'il lui reste à parcourir. Il réfléchit avec le PC à la longueur du voyage et à la façon dont les PC et les PNJ ont grandi en cours de route. Il porte un toast à toute l'équipe avec le PC et prend plaisir à réfléchir avec le PC.
DC 22 Connaissance (géographie), suivi de DC 22 Exécution (acte, comédie ou oraison) pour évoquer des souvenirs particuliers de chaque lieu différent et les exprimer. En cas d'échec, le Maître de Caravane demande au PC de penser à quelques souvenirs personnels et de revenir faire la même chose un jour.
DC 20 Diplomatie.
En cas d'échec, le maître de la caravane est encore ébranlé et demande à parler davantage avec le PC. En cas de succès, le Maître de la Caravane réalise que le PC a raison, et il est capable de se débarrasser des chaînes du passé et de s'engager plus pleinement dans l'aventure en cours. Les futurs PC utilisent la version suivante du rang 4 à la place. Rang 4 - Le maître de la caravane demande au PC de partager des boissons avec lui pendant un certain temps.
Sauvegarde de Force DC 18. En cas d'échec, le PC n'est pas capable de tenir l'alcool et le maître de la caravane promet de lui donner quelque chose de plus léger la prochaine fois. En cas de succès, il raconte au PC la dernière aventure de son ancien groupe. Rang 5 - Le Maître de Caravane étudie la culture locale de la région que la caravane est en train de visiter (ou qu'elle visitera la prochaine fois si cela est plus approprié) afin de déterminer quelles sortes de marchandises la caravane devrait acheter et vendre. Il invite le PC à le rejoindre et à échanger des conseils.
DC 20 Connaissance (locale).
En cas d'échec, il demande au PC de rassembler plus d'informations sur la culture et de le retrouver pour revoir sa stratégie. Rang 6 - Le Maître de Caravane examine la route que la caravane a empruntée jusqu'à présent, ainsi que la distance qu'il lui reste à parcourir. Il réfléchit avec le PC à la longueur du voyage et à la façon dont les PC et les PNJ ont grandi en cours de route.
Il porte un toast à toute l'équipe avec le PC et prend plaisir à réfléchir avec le PC.
Sauvegarde de Force DC 22. En cas d'échec, le PC n'est pas capable de tenir l'alcool assez bien pour entendre les meilleures histoires du Maître de Caravane, et il l'invite à revenir avec un estomac plus plein.
Rang 8 - Le Maître de Caravane s'inquiète de la capacité des membres de la caravane à mener à bien une rébellion contre le pouvoir de l'Empire d'Aurore. Le PC peut essayer de lui expliquer leur stratégie.
DC 26 Profession (soldat). En cas d'échec, le Maître de la Caravane demande au PC de travailler avec tout le monde pour trouver de meilleurs plans s'ils veulent avoir une chance de réussir.
Rang 9 - Le Maître de Caravane a exorcisé la plupart de ses vieux démons, mais il est toujours hanté par la descente de son frère aîné dans le même crime organisé qui a emporté ses parents. Il discute longuement des Vagabonds et des familles du crime organisé avec le PC et est prêt à écouter une conversation franche sur ce sujet sans être contrarié par la mention. Il se demande s'il aurait pu y avoir un moyen de sauver son grand frère de lui-même et s'il y aura un jour un moyen d'empêcher les gens de stéréotyper racialement tous les Wanderers comme des criminels.
DC 28 Connaissance (locale) pour en savoir assez sur les familles du crime organisé wanderer pour avoir une conversation approfondie. En cas d'échec, il admet que le sujet est difficile et demande au PC d'y réfléchir.
Rang 10 (Percée) - Le Maître de Caravane est maintenant plein d'espoir quant au succès des PC et commence à regarder vers l'avenir. Il demande aux PJ s'ils ont l'intention de rester dans l'Empire de l'Aube ou de le rejoindre pour faire encore plus de profits sur le chemin du retour. Il est à la recherche de plans ingénieux pour décupler ou plus les gains de la caravane.
DC 20 Intelligence, DC 30 Connaissance (locale), DC 30 Évaluation, et DC 30 Profession (marchand) pour l'aider à trouver un plan ingénieux. En cas d'échec, il demande au PC de continuer à réfléchir et de revenir vers lui. En cas de succès, il affiche un large sourire et serre le PC dans ses bras. Si le PC rentre avec lui, il lui assure qu'ils seront partenaires à part entière et que le ciel est la limite pour leur nouvelle guilde de marchands, parrainée par l'Impératrice Destinée. S'ils restent derrière, il leur demande de gérer les actifs de la nouvelle guilde qui sont basés dans l'Empire de l'Aurore.
The Cassisian Detective
The Cassisian Detective is a little angel far from his home in the plane of Elysium. A servitor of the azata empyreal lord known as the Silence Between, while working as part of a joint taskforce to solve an interplanar mystery, he became chastely smitten with the archon empyreal lord Verity, patroness of detectives. Though he told himself that he merely admired her skill and efficiency, nonetheless, soon after he decided to become a detective. Now he wanders the Material Plane looking for cases to investigate involving dark conspiracies and dastardly evildoers, and bringing to bear his perfect memory and his unique perspective on the value of gaps, holes, shadows, and the space between.
In the Far Eastern Adventure Path, the party finds the Cassisian Detective following leads on a viking funeral ship, but he can appear as a potential ally in almost any adventure; all you need is an element of mystery and sufficiently evil antagonists.The Cassisian Detective’s relationship link is focused on the PC learning more about the Cassisian Detective’s unusual way of viewing the world and the Cassisian Detective learning more about his own deeper motivations and feelings through his interactions with the PC.
Preferred Gifts and Interactions: The Cassisian Detective enjoys riddles, puzzles, codes, and mysteries to solve, though due to his perfect memory, he has heard and remembers any that aren’t inventions of the PCs, or at least relatively obscure. He is not a fan of most gifts because as a servitor of the Silence Between, he enjoys emptiness, silence, and the gap between things more so than the physical reality that an object brings. He particularly dislikes loud music and gaudy objects. Nonetheless, he is amused by the paradox of attempts to gift him with objects that signify the lack of objects.
Affinity Notes: The Cassisian Detective has a positive affinity for detectives and investigators, and especially for followers of the Silence Between (or Lady Luck, since the Silence Between is her shadow) or Verity. He has a negative affinity for those who are over-the-top, loud, and obnoxious, particularly with trivialities, as he feels that they overstimulate and cause others to miss more important clues. He strongly dislikes evildoers who twist the truth of the matter, even though he can grudgingly respect the talents of a skilled nemesis playing cat-and-mouse with his investigations.
Joining the Party: Ideally, the party encounters the Cassisian Detective while he is pursuing his own investigation, which intersects with the PCs’ enemies. This allows him to bring in clues of his own that can help piece together more of the big picture. Since the Cassisian Detective often goes undercover as an ordinary helmet, the party might find him as part of their own adventures and assume he is part of the
treasure, allowing the Cassisian Detective to investigate them and discern their character before deciding when or if to reveal himself.
Staying with the Party: The Cassisian Detective is something of a completionist and likes to tie up loose ends. If the loose ends from the investigation he shares with the PCs lead him to continue traveling with them (like in the Far Eastern Adventure Path), he will do so. If the case seems tidily closed, he might part ways on other cases, perhaps crossing paths with the PCs again later, either when they intersect with another of his investigations or when they track him down to ask him for help on their most recent case.
Advancement: The Cassisian Detective advances as a detective bard, focusing on investigative and support spells and feats. For experience points, if you want him to be a strong option for the party, consider him to be a 4th level character to start as a cassisan bard 2. Otherwise, you should consider him as a level or two higher than that.
Participation: The Cassisian Detective loves a good mystery. When he feels that sleuthing is involved, rather than simple combat, he is excited to come along, and even if not, he’s generally willing to let someone in the party he likes wear him as a helmet. He might be willing to become a cohort as early as Rank 4, but only if the PC is fundamentally a fellow detective (not merely someone who enjoys a good mystery or two).
Romance: The Cassisian Detective follows the empyreal lord of parted lovers, and he isn’t even conscious of his chaste crush on Verity from afar. Even if a PC reaches a high enough rank with him to discuss and decipher his feelings, and even if she was clever and formidable enough to gain his love, he still wouldn’t want to adventure in close quarters with the object of his affection, so this would lead to his leaving the party, though his investigations on his own would be dedicated to his love and respect for the PC, whom he would hope to meet with between adventures.
Boons
Cassisian Detective’s Confidante (Rank 7)—You have impressed the Cassisian Detective with your wit and discretion, and he trusts you with deeper and more personal mysteries. You gain a +2 competence bonus with your choice of Linguistics or Perform (oratory), and on any day that you perform the Silence Between’s obedience, you gain a +1 sacred bonus on saving throws against visual and sonic effects, which stacks with the
+4 bonus if you have her Celestial Obedience.
Cassisian Detective’s Gap-Spanner (Rank 10)— Together, you and the Cassisian Detective span the gaps between facts, ideas, and even creatures, so you are never completely separated. Once per day you can spend three full-round actions to activate the Cassisian Detective’s careful teamwork performance, as if he himself had done so, but the performance only affects you. It lasts for 10 minutes instead of the usual hour. If you have a campaign trait with the Cassisian Detective, double all trait bonuses you receive from the trait.
Rank-Ups
Rank 1—The Cassisian Detective introduces himself more directly to the PC, though he doesn’t mention that he works for the Silence Between (if many people know, it makes it harder for him to complete his obedience). He asks the PC about herself, and though he might already know the answers from his time watching the party as a helmet, he is quite interested in how the PC chooses to answer his questions.
DC 12 Diplomacy. On failure, the Cassisian Detective asks to speak with the PC again. He secretly files away the details of both (and any further) such conversations with his perfect memory to search for discrepancies.
Rank 2—The Cassisian Detective shares three riddles with the PC. He prefers riddles with answers like “Nothing” or “A hole”, though he also likes the famous riddle starting “The beginning of eternity…” whose answer is “The letter e”. He is interested to see how the PC goes about solving the riddles.
Three DC 12 Intelligence checks, one for each riddle (if the PC rolls close enough to 14, consider allowing the player to solve the riddle, though if you use famous
riddles, this may not be an interesting challenge). On any given failure, the Cassisian Detective tells the PC to take her time and come back when she has another guess. Once a PC solves all the riddles, the Cassisian Detective is pleased and asks the PC to give him her best riddle, if she has one.
Rank 3—The Cassisian Detective decides to challenge the PC to see if she can understand the importance of silence in sound. He takes her to a quiet place and asks her to close her eyes and listen for the most important clue.
DC 16 Perception. On failure, the PC hears a quiet sound in that area and incorrectly determines it to be the sound the Cassisian Detective meant. On success, the PC is able to realize that the Cassisian Detective means that the overall silence is the most important clue, as it allows the focus that makes other clues stand out. The Cassisian Detective tells the PC that the gaps between things are the most important part of a mystery because the ability to bridge those gaps through logic and deduction allows a detective to piece together a narrative explanation that ties together all the clues and eventually solves the case.
Rank 4 (Breakthrough)—The Cassisian Detective is in quiet thought about his current case.
DC 20 Sense Motive. On failure, the PC thinks the Cassisian Detective wants to talk about something, but the PC instead breaks his concentration. On success, the PC realizes to wait for a time instead. Eventually, the Cassisian Detective is pleased by the PC’s deduction, and decides to give the PC a riddle whose answer is “shadow”.
DC 15 Intelligence check. On failure, the Cassisian Detective gives the PC time to solve the riddle. On success, the Cassisian Detective nods approvingly and asks the PC to solve the mystery of why the Cassisian Detective offered the PC that particular riddle.
DC 20 Knowledge (religion). On failure, the PC can’t figure out why the riddle was significant, and the Cassisian Detective suggests to think on it. On success, the PC can piece together from various clues in the Cassisian Detective’s behavior and outlook that the Cassisian Detective was hinting at his own faith in the Silence Between, who is also known as Lady Luck’s Shadow.
Future PCs use the next version of Rank 4 instead.
Rank 4—The Cassisian Detective wonders if the PC has been thinking about the mystery of his divine patron. He wonders if the PC can put the clues together.
DC 20 Knowledge (religion). On failure, the PC is unable to solve the mystery for now, and the Cassisian Detective suggest that she re-examine the evidence. On success, the Cassisian Detective nods iin approval and admits that the PC has deduced his patron correctly.
Rank 5—The Cassisian Detective wonders what the PC knows about cassisians, and whether they understand what makes him unusual among his kind.
DC 20 Knowledge (planes). On failure, the PC still likely knows whatever she has seen him do up to this point. On success, the PC realizes that cassisians have absolutely perfect memories, a fact that is somewhat at odds with the Cassisian Detective’s focus on gaps, since the lack of gaps would, by his own reasoning, prevent the Cassisian Detective from using deductions to tie together the clues. The Cassisian Detective agrees, and he explains to the PC that he performs unusual exercises with his memory to hone his skills and generate gaps, wherein he writes down certain information and then removes the memory, challenging himself to fill in the gaps and see if he can determine it accurately and quickly.
Rank 6—The Cassisian Detective has a new challenge for the PC. He has just invented a new cipher, and wonders if the PC would like to crack it.
DC 22 Linguistics. On failure, the Cassisian Detective tells the PC to keep trying. On success, the Cassisian Detective is impressed and wonders if the PC thinks she can devise an even more challenging cipher.
Rank 7 (Breakthrough)—The Cassisian Detective is contemplating the holes and gaps between his own impulses and actions. He would like the PC to go elsewhere and have her own solitary contemplation, after which they could bridge the gap and compare their experiences, but he says nothing.
DC 25 Sense Motive. On failure, the PC doesn’t realize what he’d like her to do and likely stays to wait for him or tries to engage in conversation. Either way, his concentration is broken and he tries again later. On success, the PC figures out his intention and can separate and rendezvous after some solitary contemplation. The Cassisian Detective congratulates the PC on determining his intent and asks the PC what mystery she thinks is the most important mystery of all.
DC 17 Intelligence check. On failure, the PC either isn’t sure or comes up with an answer that doesn’t seem thorough or thought-through enough to satisfy the Cassisian Detective, so he suggests that she think about it some more. On success, the Cassisian Detective is satisfied with her answer and then poses a question of his own: in the essence of the thing, what is a detective?
DC 25 Knowledge: Religion. On failure, the PC’s answer comes at a cursory level, and the Cassisian Detective tells her to dig deeper. On success, the PC’s explanation of the nature of a detective is backed by theological doctrine from the worship of Verity, empyreal lord of detectives, and the Cassisian Detective is pleased. He, with a somewhat uncharacteristic passion, tells the PC that he very much admires Verity and her principles and modus operandi. In fact, he admits, he met her in person when working on a mystery in the Upper Planes. He tells the PC that they are now fellow detectives and
confidantes, and so they must work together to solve the world’s deeper mysteries. Future PCs use the next version of Rank 7 instead.
Rank 7—The Cassisian Detective wants to hear what the PC thinks is the most important mystery of all.
DC 17 Intelligence check. On failure, the PC either isn’t sure or comes up with an answer that doesn’t seem thorough or thought-through enough to satisfy the Cassisian Detective, so he suggests that she think about it some more. On success, the Cassisian Detective is satisfied with her answer.
Rank 8—The Cassisian Detective is interested in seeing how the PC analyzes an area for clues, and he suggests that they practice an exercise together to improve their efficiency at determining potentially-important details. The Cassisian Detective lets the PC examine an area for a short time and then go elsewhere. Afterwards, he asks her several questions about potential clues.
DC 26 Perception and DC 18 Intelligence check. On failure, the Cassisian Detective suggests that they keep practicing together. On success, the Cassisian Detective is impressed, and he admits that sometimes his perfect memory can be a hindrance in sifting out only the most important details, which makes watching how the PC decides to sift and store information very useful to him.
Rank 9—The Cassisian Detective is thinking about the fact that stories, tales, and histories are one of the ways that people without perfect memory make certain facets of life, the past, and their surroundings salient, like links to bridge the gaps and reveal mysteries of the world around them. He wonders what the PC thinks about the field of history.
DC 28 Knowledge (history). On failure, the PC’s answer doesn’t satisfy the Cassisian Detective’s urge to understand history in the context of revealing mysteries. On success, the Cassisian Detective is pleased, and he decides that historians and storytellers are also detectives of sorts, as they teach through vicarious experiences so that others need not experience those same things themselves.
Rank 10 (breakthrough)—The Cassisian Detective wonders more about the mystery of his own thoughts and actions and what leads people and outsiders to act in the ways they do.
DC 30 Sense Motive. On failure, even if the PC waits for him or heads elsewhere, the Cassisian Detective doesn’t feel like sharing this time. On success, the PC recognizes from before that the Cassisian Detective is wondering about the mystery of impulse and action, and more specifically is thinking about his own decision to become a detective and about Verity. If the PC hasn’t already, she gets the sense that the Cassisian Detective is, unbeknownst to him, chastely infatuated with Verity. If the PC mentions this theory, the Cassisian Detective is intrigued, admitting that now that she mentions it, he believes she is correct about his feelings, and he seeks to explore it further. He tells the PC that as a servant of an azata empyreal lord, spontaneity, independence, and chaos are part of his nature, but these are tempered by his tendencies as a detective to be methodical, logical, and thorough. To a being of chaos, the imposition of lawful tendencies could be seen as a form of mind control. Are his feelings real and his own, or are they an imposition from his personal interaction with a lawful being like Verity?
DC 30 Knowledge (religion) and DC 30 Diplomacy. On failure, the PC’s answer isn’t enough to satisfy the Cassisian Detective, and he tells the PC that he is concerned by this line of thought and so definitely wishes to talk again later. On success, the PC uses philosophy as well as personal persuasiveness to convince the Cassisian Detective one way or the other on the question of what his feelings mean. The Cassisian Detective is impressed and declares that the PC has clearly surpassed him as a detective of the deeper things in life. He asks the PC if she would do him the honor of giving him a mystery to solve, tied to whatever she said was the deepest mystery of all (in the Rank 7 rank up), so that he can ponder it and someday give her his answers.
DC Intelligence check. On failure, he tells the PC there is no rush. On success, he nods happily and tells the PC that the two of them will always be there to cross each other’s gaps, thinking and living in the space between as they work to solve the deepest mysteries. He asks the PC to always keep in touch after their adventures together are over, no matter the distance between them.
caSSiSian deTecTive
Male cassisian azataB2 bard (detectiveAPG) 2 NG Small outsider (angel, extraplanar, good)
Init +1; Senses darkvision 60 ft., detect evil, low-light vision; Perception +8
Aura lesser protective aura
deFenSe
AC 15, touch 12, flat-footed 14 (+1 Dex, +3 natural, +1 size) (+2 deflection vs. evil)
hp 30 (2d10+2d8+10)
Fort +5, Ref +7, Will +3; +4 vs. poisons, illusions, and disguises; +2 resistance vs. evil; +4 sacred vs. gazes and sonic attacks
DR 5/cold iron or evil; Immune acid, cold, petrification; Resist electricity 10, fire 10
oFFenSe
Speed fly 60 ft. (perfect)
Melee slam –1 (1d3–5)
Special Attacks bardic performance (8 rounds; countersong, distraction, fascinate, careful teamwork +1), breath weapon (15-ft. line, 1d6 cold or 1d6 fire, Reflex DC 13 half, usable every 1d4 rounds)
Cassisian Spell-Like Abilities (CL 3rd; concentration +5)
Constant—detect evil, know direction
1/day—aid, daylight
1/week—commune (six questions, CL 12th)
Bard Spells Known (CL 2nd; concentration +4)
1st (3)—liberating commandUC, saving finaleAPG,
timely inspirationAPG
0 (at will)—detect magic, mage hand, message, prestidigitation, siftAPG
STaTiSTicS
Str 1, Dex 13, Con 14, Int 14, Wis 11, Cha 15
Base Atk +3; CMB –3; CMD 8 (can’t be tripped)
Feats Amateur InvestigatorACG, Celestial ObedienceCotR
Traits cassisian detective, empyreal focus
Skills Diplomacy* +10 (+12 to gather information), Disable Device +10, Disguise +9, Knowledge (arcana) +6,
Knowledge (engineering) +6, Knowledge (local) +10,
Knowledge (planes) +10, Knowledge (religion) +6,
Linguistics +6, Perception +8, Perform (oratory) +9,
Sense Motive* +10, Stealth +12
- Versatile Performance
Languages Celestial, Common, Draconic, Infernal, truespeech
SQ arcane insight, change shape (Small human-like angel, fish), eye for detail, perfect memory, versatile performance (Perform [oratory])
Gear mwk thieves’ tools
Special abiliTieS
Cassisian Detective: The Cassisian Detective has exceptionally high intelligence, even for a cassisian with class levels.
Empyreal Focus: Once per day, before attempting a skill check, the Cassisian Detective gains a +2 trait bonus on that skill check.
Lesser Protective Aura (Su): The Cassisian Detective has a lesser form of the protective aura possessed by more powerful angels. This protective aura grants him a +2 deflection bonus to his AC against evil foes, and a +2 resistance bonus on all saving throws made against evil effects or spells cast by evil creatures. This aura extends to a radius of 5 feet, but can only benefit one additional creature other than the Cassisian Detective at any one time.
His protective aura is fragile, and as soon as an evil creature successfully strikes the Cassisian Detective, or as soon as he fails a saving throw against an evil source, his protective aura fades away and is no longer applicable. He can reactivate its protective aura by spending 1 minute concentrating upon
the task.
Perfect Memory (Ex): The Cassisian Detective has a perfect memory and remembers everything he sees or hears. He can faultlessly recite conversations he heard hundreds of years before. He also has the power to erase portions of his own memories, which he does to protect sensitive information or when
he feels that the memories are distracting from the ability to put the pieces together.
The Destined Empress
The Destined Empress’s relationship link explores her feelings about her unfortunate family, her disastrous adventuring career, and her fate to rule a faraway empire, referred to here as the Empire of Dawn. PCs who delve deep into this link will be among her closest confidantes, the only ones she can talk to about her extremely conflicting feelings about everything that is happening, her desire to help the people escape from tyranny mixed up with her doubts and desires for her own future.
Preferred Gifts and Interactions: The Destined Empress enjoys artwork and performances created by the PC, particularly tales of adventure and heroics. It’s not about learning the facts of the tale for her— even if she already knows what happened, hearing an individual’s take on a story tells a lot about how they were feeling and what they find most important.
Affinity Notes: The Destined Empress might have positive affinity for fellow worshipers of the goddess of love, particularly those who are free-spirited, kind, and slightly on the irreverent side like herself. She has little patience for bigots or those whose teachings fly in the face of her own goddess’s.
Joining the Caravan: The Destined Empress’s desire to discover her past is the reason for the caravan to gather in the first place. She joins when the PCs gain access to the caravan.
Staying with the Caravan: The Destined Empress’s fate is intertwined tightly with the PCs. She will always stay with the caravan.
Participation: The Destined Empress will join the PCs in active adventuring duty after any PC gets a breakthrough at Rank 4 and helps her come to terms with her fate as the Destined Empress. As she realizes that she needs to internalize her role as a leader of many people, she will not become a cohort to one of the PCs except in unusual circumstances, such as if one of the PCs sets herself up as a wise mentor to the Destined Empress, and even then only if that PC is at Rank 7 or higher with her.
Romance: The Destined Empress can be romanced by a PC who has reached Rank 7 or higher and who is respectful for her lingering feelings for the Caravan Master’s late brother. Realizing that she will soon be bound by restrictions as Empress even if the party manages to succeed at their quest, she takes the first steps of the relationship quickly, but she keeps her heart closely guarded and is slow to admit she is falling deeply in love.
Boons
Destined Empress’s Nakama (Rank 7)—The Destined Empress knows she can count on you no matter what. You gain a +2 competence bonus on your choice of Diplomacy or Perform (string) checks and you gain a +1 bonus to your CMD against combat maneuver checks made to grapple you.
Destined Empress’s Pillar (Rank 10)-You are a pillar of support for the Destined Empress through any trial or danger. If you have a campaign trait with the Destined Empress, double all trait bonuses you receive from the trait. Once per day, you can rely on the Destined Empress as she relies on you, no matter the distance between you. As a swift action, you can activate any bardic performance as if the Destined Empress had done so, but the performance only affects you. This effect lasts for 1 round round, plus an additional 3 rounds if the Destined Empress has the Lingering Performance feat.
Rank-Ups
Rank 1—The Destined Empress introduces herself to the PC and chats about the upcoming caravan journey. She asks some simple questions about the PC’s backstory and exploits, and she admits nervous excitement at discovering the meaning of the letter from her grandfather.
DC 12 Diplomacy. On failure, she doesn’t feel that they have “clicked” yet and tries to talk to the PC again later.
Rank 2—The Destined Empress discusses the most recent event in the caravan’s journey. She is curious about the PC’s role in that event as well as the PC’s long-term plans (if this is before recovering the Seal, the PCs won’t yet know of the journey to the Empire of Dawn). She talks about her role overseeing her family’s glassmaking business and how she more enjoyed being an innkeeper and cooking a variety of different dishes while swapping tales.
DC 14 Diplomacy. On failure, she wants to talk to the PC further before trusting them more.
Rank 3—The Destined Empress wants to know more about the PC’s beliefs and feelings, so she engages them to swap stories about their adventure so far. She instructs that she already knows the details, so she is more focused on the story than on the facts.
DC 16 Perform (act, comedy, or oratory). On failure, she instructs the PC to focus more on how it felt and less on reciting the facts and to try again later.
Rank 4 (Breakthrough)—This Breakthrough is only available after the Destined Empress awakens from her trance. The Destined Empress is overwhelmed by her fate. She never saw herself as a lofty noble before, and she can’t imagine being an empress. She is quietly playing her samisen when the PC finds her, deep in thought.
DC 20 Sense Motive. On failure, the PC is unable to approach subtly and either leaves or disturbs her and she isn’t ready to talk. On success, the PC realizes that she needs to talk to someone but wants to work up to it, so they should wait quietly until she finishes playing. Once she is done, the Destined Empress engages the PC in an impassioned conversation about her gnawing doubts and growing fear that she isn’t cut out to be an empress. She emphasizes that the people of the Empire of Dawn need her and that she knows that she can’t back down for their sakes, but she says that when it’s night and she is trying to sleep, she can’t stop having doubts and fears that disturb her dreams. She talks about the foolishness of tales of clever tailors or cooks or peasants who become kings by marrying a princess, as the tales always stop when the hero becomes king and never deal with the reality of the fact that a tailor probably makes a terrible king. She invites the PC to prove her wrong with any stories that could convince her that it’s possible.
DC 18 Perform (any, but it must be tied to a story; for example, a dance would need to be a ballet or similar lyric dance, not a simple jig or reel). On failure, she remains unconvinced and asks the PC to find a better example. Even on a success, she concedes her point and is impressed by the PC’s wit, but ultimately she isn’t convinced that a story will translate to real life without
so
me more back-and-forth with the PC.
DC 20 Diplomacy. On failure, the PC is unable to convince her, though she may be willing to listen to further arguments later. On success, the PC has helped the Destined Empress restore her confidence and begin to accept her fate. Future PCs use the next version of Rank 4 instead.
Rank 4—The Destined Empress would like an inspiring performance that tells a tale of good triumphing against an overwhelming force to help keep up morale after the latest events on the caravan’s journey and given the ultimate goal to unseat the oni.
DC 18 Perform (any, but it must be tied to a story; for example, a dance would need to be a ballet or similar lyric dance, not a simple jig or reel). On failure, she asks the PC to try again at a later date.
Rank 5—The Destined Empress wants to help commemorate a recent event in the caravan’s journey, particularly a fallen companion if applicable, and she asks the PC to help her in doing so by brainstorming ideas and then setting to work on the task at hand. She asks the PC to help by crafting something appropriate for the commemoration, reminding them that the Goddess of Love smiles upon the creation of works of beauty. If the PC has a particular crafting skill, she will ask for that. Otherwise, she will ask for something that fits the commemoration best.
DC 20 Craft. On failure, she tells the PC that they should try again later.
Rank 6—The Destined Empress has been reading up on etiquette in the Empire of Dawn, supplemented with what she learned of her grandfather’s teachings through her father in an attempt to learn how to behave appropriately, though she is frustrated at the idea that she might be forced to behave unlike herself and “like an empress”. She makes light of some of the strange customs of the Empire of Dawn (you can look up Japanese etiquette to use as a guideline—gift giving is a good possibility). Nonetheless, she realizes that she will need to be able to at least act the part in public, even if she doesn’t feel like an empress underneath, so she asks if the PC can figure out more etiquette tips and let her know.
DC 22 Knowledge (nobility). On failure, she asks the PC to help her find more information.
Rank 7 (Breakthrough)—The Destined Empress is playing the samisen alone again in the growing darkness. This time the notes are uncharacteristically atonal and sometimes jumbled.
DC 25 Sense Motive. On failure, the PC is unable to determine the source. On success, the PC realizes that the Destined Empress is experiencing a deep sense of loss and experiencing vivid flashbacks of a moment of tragedy. If confronted about it, she admits to the PC that she has been having nightmares about a disturbing moment from her past, but she doesn’t want to talk about it. Instead, she asks the PC to try to help her stay awake throughout the night by conversing as well as swapping songs and stories.
DC 24 Will save (+5 bonus if the PC has a ring of sustenance or some other way of needing very little rest) to stay both awake and focused enough to help the Destined Empress through the night as well. On failure, the Destined Empress or the PC falls asleep, and she experiences more nightmares. On success, as her inhibitions lower from sleep deprivation, she begins to tearfully tell the PC about her nightmarish final adventure and the loss of her beloved, the Caravan Master’s brother, explaining the significance of her tattoo.
DC 25 Diplomacy, Perform, or Craft to help the Destined Empress cheer up and move on. On failure, she smiles sadly and thanks the PC, but she continues to have the flashbacks. On success, the PC’s stirring speech, heartwarming performance, or beautiful creation helps her move past this throwback to her past and finally lay those demons to rest completely. Future PCs use the next version of Rank 7 instead.
Rank 7—The Destined Empress is looking for some inspiration from the PC toward their goal, hoping to use the PC’s words to help inspire the entire caravan.
DC 25 Diplomacy, Perform, or Craft. On failure, she asks the PC to work on it more first.
Rank 8—The Destined Empress is looking for some help practicing the formal nuances of High Court Minkan, and she hopes that the PC can serve as a conversation partner for her, helping them both pick up the subtle nuances of the language in use by the nobility. Her conversation topics will stray towards recent events in the caravan or new updates with other caravan members (particularly those in relationships). Use stilted or archaic language (for instance, Elizabethan English) to emphasize that they are practicing High Court Minkan and ask that the player of the PC does as well.
DC 26 Linguistics (increase the DC by 10 if the PC does not know any Eastern languages or by 5 if the character knows an Eastern language other than Minkan). On failure, the Destined Empress laughs and says that they both need a lot of practice. If the PC doesn’t have the right languages, she recommends picking them up.
Rank 9—The Destined Empress is cooking a dish in the caravan. As the PC notices, she invites the PC to join her. She explains that soon, she will no longer be able to cook for herself and others, as the empress, so she has been making some of her favorite dishes. She asks if the PC would like to join her and learn her techniques, so that perhaps they can make it for her some time. While they practice, she discusses the recent events in the journey with the PC.
DC 28 Profession (cook or any other related to preparing food). On failure, she smiles and asks the PC to continue meeting her for lessons. On success, she
grins widely and pronounces the PC a fine protégé and a good friend.
Rank 10 (Breakthrough)—The Destined Empress has reached a crucial turning point, and she is having trouble crossing it alone. The PC finds her staring at the wall intently.
DC 30 Sense Motive. On failure, the PC is unable to determine what is bothering the Destined Empress, and she isn’t able to put it into words either. On success, the PC realizes that much as she was willing to accept her fate to become an empress as an abstract entity, now that it’s getting so close, it has started to become real and present for her, and she’s having a final crisis. If the PC presents this to her, she realizes that this is what has been gnawing at her, and she discusses her feelings at length, relating short tales and fables that express her point through metaphor, such as tales of caged birds withering away or pretenders becoming the mask. She doesn’t lack the courage to save the people of the Empire of Dawn, but she worries that she will lose her identity in the process. At this point, she wonders if the PC has any tales that are more encouraging
DC 30 Perform (must be tied to a story, as noted above). On failure, she is not encouraged by the tale, pointing out how the analogy breaks for the current situation. On success, she is able to push back against her dread and confront the topic directly. She wonders what part of her is the real her. Will that be lost when she gives up everything to become the empress? Will she even be the same woman?
DC 30 Knowledge (religion or planes) allows the PC to discuss philosophically on this topic. On failure, she feels that the PC’s assertions don’t have the weight of evidence. On success, she begins to take comfort in the evidence that seems to support the PC’s case, but she is still having trouble completely convincing herself.
DC 30 Diplomacy. On failure, the PC has still helped her somewhat, but she is still troubled by her lingering doubts and seeks to speak with the PC further. On success, she finally feels convinced that she can make this sacrifice and change so much while still being able to stay true to herself, with the PC’s help. She confesses that the PC is her pillar from whom she draws strength when she feels her resolve shake and she needs to lean on someone. She tells the PC that she would never dream of forcing their choice for what they do when the journey is complete, but she would be honored and grateful if the PC stayed to serve her as a close advisor in her new government.
The Elven Protector
The Elven Protector’s relationship link focuses on the gradually-building bond between the stoic and taciturn ranger and the PC. Although she says little at first, eventually she explores her feelings after finally vanquishing her mother’s killer and discusses the problems with her quasi-relationship with one of the heroes of Sandtown.
Preferred Gifts and Interactions: The Elven Protector loves archery-related gifts the most. She enjoys quiet interactions that allow her time to think and to speak few words, and indeed, even during her rank-ups and interactions, play her as pre-occupied in keeping watch or fletching arrows.
Affinity Notes: The Elven Protector might have positive affinity for elves like herself who are also interested in woodcraft. If there is somehow a goblin in the group, she is guaranteed to have terrible affinity with that PC.
Joining the Caravan: The Elven Protector decided to come along to protect the Destined Empress. She joins when the PCs gain access to the caravan.
Staying with the Caravan: The Elven Protector takes her promise to protect her friend seriously. She will always stay with the caravan.
Participation: The Elven Protector wishes to protect the Destined Empress from harm, so she won’t join in active adventuring unless the Destined Empress is also adventuring that day. This changes if a PC chooses her as a cohort, but she will only serve as a cohort for a PC at Rank 7 or higher with her. She will not become a cohort for a PC in a romantic relationship with her, and if she later develops a romantic relationship with the PC, she will cease being their cohort.
Romance: The Elven Protector is in a long-distance quasi-relationship with a hero of Sandtown, but she is conflicted about the relationship and whether it is going anywhere. In order to enter a romantic relationship with her, a PC must reach Rank 7 and help her decide what to do about that relationship, choosing to convince her to break it off. Once any PC reaches that breakthrough, any PC at Rank 7 can try to start a relationship with the Elven Protector.
Boons
Elven Whisperer (Rank 7)—You have spent enough time with the Elven Protector to understand the quiet intensity of her feelings. You gain a +2 competence bonus in your choice of Perception or Survival, and you gain a +1 to attack rolls against dragons and humanoids with the goblinoid subtype.
Elven Protector’s Waterbringer (Rank 10)—You are the one who brings the Elven Protector water as she crosses her spiritual desert, and she has taught you much in return. If you have a campaign trait with the Elven Protector, double all trait bonuses you receive from the trait. Choose one of the Elven Protector’s Favored Terrains. Whenever you can see or hear the Elven Protector, you gain Favored Terrain +2 for that terrain, or your Favored Terrain bonus increases by 2 if you already have Favored Terrain for that terrain.
Rank-Ups
Rank 1—The Elven Protector is fletching arrows and staring into the night. When the PC approaches her, she hardly says anything at all, letting the PC do most of the talking and replying with few words when appropriate. If the topic of the goblin tribe comes up, she will make it clear that she is impressed that the PCs wiped them out.
DC 12 Diplomacy and DC 15 Sense Motive. On failing the Persuasion check, the PC didn’t make a good impression on the Elven Protector. On succeeding Persuasion but failing Insight, the Elven Protector has taken a liking to the PC, but they haven’t realized it yet because of her quiet and taciturn manner.
Rank 2—The Elven Protector is once again looking away from the PC, scanning for dangers while working on arrows. When the PC approaches, she engages the PC in few words about the most recent dangers the caravan has faced, praising, advising, or scolding as appropriate based on how the PC acted in the face of those dangers. She still spends much of the time listening to the PC or in silence.
DC 14 Diplomacy and DC 15 Sense Motive. On failing the Persuasion check, the Elven Protector didn’t think that the PC understood her point. On failing the Insight check, the PC didn’t realize that this kind of treatment meant that the Elven Protector was feeling closer to the PC.
Rank 3—The Elven Protector continues to scan for dangers and work on arrows as the PC speaks with her. This time, she occasionally turns slightly to look toward the PC as they talk. She focuses on what precautions the PC is taking to protect the Destined Empress and avoid ambushes, although she continues mostly to listen and speak with few words.
DC 16 Diplomacy and DC 15 Sense Motive. On failing the Persuasion, the Elven Protector is not convinced that the PC is taking sufficient precautions. On failing the Insight, the PC doesn’t realize that picking apart the proposed defenses is the Elven Protector’s way of helping and that she is feeling closer to the PC.
Rank 4 (Breakthrough)—The Elven Protector seems to be scanning for threats and working on arrows as usual.
DC 20 Sense Motive. On failure, the PC does not determine that anything is unusual and may speak with the Elven Protector if they wish, but they do not advance the breakthrough. On success, the PC realizes that the Elven Protector is feeling upset tonight. If the PC mentions this or takes actions to comfort her, the Elven Protector at first doesn’t want to talk about it and instead tries to quietly steer the conversation towards minutiae of their adventuring work.
DC 20 Diplomacy. On failure, the PC is unable to convince the Elven Protector to talk about what is upsetting her. On success, she turns to look at the PC directly, instead of scanning for threats. She admits that there is no particular reason for it, but she is feeling strong sorrow and loss over the death of her mother from long ago. She confesses that she was hoping for closure when she tracked down and slew the dragon that took her mother’s life, but revenge hasn’t softened the pain of losing a loved one. The PC can try to cheer her up, but words alone are not enough to soothe her.
DC 20 skill check, saving throw, or attack roll (as appropriate based on what the PC does). For instance, if they go shooting arrows with her, a ranged attack roll would work). On failure, she shakes her head and says that it doesn’t help. On success, she thanks the PC for helping her keep her focus and make it through a rough spot. Future PCs use the next version of Rank 4 instead.
Rank 4—The Elven Protector is scanning for threats and working on arrows, as usual.
DC 20 Sense Motive. On failure, the PC doesn’t notice anything out of the ordinary. On success, the PC realizes that she is slightly sad and might appreciate if the PC stands by her side but says nothing. If they do so for a time, she quietly thanks them and tells them that sometimes she feels a bit nostalgic.
Rank 5—The Elven Protector is scanning for threats and working on arrows as usual. This time, however, she turns to the PC and asks if they’d like to join her in fletching. The Elven Protector gives instruction by example, but she is a perfectionist, correcting each arrow in turn: “Too wide at the shaft”; “Now too narrow”; “Too wide again.”
DC 20 Craft (bows). On failure, the Elven Protector gives a terse apology “I’m not much of a teacher”, but she is willing to try again later. On success, the Elven Protector finally compliments some of the PCs arrows and is happy to have the PC make arrows with her in the future.
Rank 6—The Elven Protector wants to go out on a patrol. Instead of going alone as usual, she asks the PC to join her.
DC 22 Survival. On failure, she gives the PC some pointers to teach them how to track and scout more effectively in the future. On success, she is impressed by the PC and considers whether to talk to the PC about a personal concern.
DC 22 Sense Motive. On failure, the Elven Protector delays telling the PC until the patrol is already over. On success, the PC realizes that there is something more and can convince the Elven Protector to talk about it. The Elven Protector admits that she hates feeling weak or helpless, unable to do anything: “Helpless…useless…I hate it.” She is thinking of the times when the Destined Empress was comatose and kidnapped by assassins (especially if the Elven Protector was also kidnapped), but this also leads into her Rank 7 Breakthrough about her relationship.
Rank 7 (Breakthrough)—The Elven Protector is scanning for threats and working on arrows. She invites the PC to join her via a nod of her head, and she watches the PC’s arrow work for a while.
DC 25 Craft (bows). On failure, she gives the PC some more advanced pointers on crafting. On success, the PC’s skillful fletching reminds her of herself learning archery with her human stepfather, and she decides to talk to the PC about her personal life a bit more. She explains about how she fell in love with a hero of Sandtown, but when she decided to tag along with him on his journey, she discovered that he was always too distracted in his work to pay attention to her. She eventually decided that she couldn’t serve as his cohort if she wanted to have his full respect, so she stayed behind after that, but then he almost died without her by his side and didn’t send her regular updates so she would know he was still alive. Even so, absence helped him pay more attention to her, and she thin they might be able to stay together, particularly if this journey of hers gives him time to reflect on what it’s like not knowing from the other side. She tells this tale in her typical taciturn fashion, however, particularly terse at the moments that are most painful for her.
DC 25 Sense Motive. Failure means the PC is unable to understand what she is saying from the fragmented tale, causing her to grow frustrated and give up for now. On success, fill in the PC more between the lines of what the Elven Protector actually said and present the story above. The Elven Protector then asks the PC for advice. The PC can choose to either convince the Elven Protector to keep working on the relationship or to break up with him, discussing the situation in detail with her.
DC 25 Diplomacy (increase the DC by 5 because of an ulterior motive if the PC is trying to convince her to break up with her boyfriend in order to start a romantic relationship with her). On failure, she still isn’t convinced by the PC’s arguments. On success, she finally decides to do as the PC suggested. If two PCs are simultaneously trying to perform this breakthrough with opposite advice, after this success, give the other PC one additional chance to not only beat DC 17 but surpass the other PC’s result and then the Elven Protector decides based on whoever had the highest check (both PCs still reach Rank 7 with her). Future PCs use the next version of Rank 7 instead.
Rank 7—The Elven Protector is scanning for threats and working on arrows. She invites the PC to join her via a nod of her head, and she watches the PC’s arrow work for a while.
DC 25 Craft (bows). On failure, she gives the PC some more advanced pointers on crafting. On success, the PC’s skillful fletching reminds her of herself learning archery with her human stepfather, and she talks about him a little with the PC.
Rank 8—The Elven Protector is scanning for threats and fletching arrows as usual. This time, she invites the PC to watch with her.
DC 26 Perception. On failure, the Elven Protector is distracted by the fact that the PC doesn’t seem to be noticing some of the sounds that she is noticing. On success, she feels that the PC is paying sufficient attention that she can take some of her focus off guard duty and look directly at the PC as they talk about the journey.
DC 25 Sense Motive. On failure, the PC doesn’t realize it yet, but the Elven Protector is really coming to rely on the PC. On success, the PC realizes this fact and fully reaches Rank 8.
Rank 9—The Elven Protector has been gathering leaves and other samples of plants from the local area to familiarize herself with the new flora. She invites the PC to study with her in order to better determine
a variety of details, like which plants are safe to eat and which make noticeable sounds when moving them aside.
DC 28 Knowledge (nature). On failure, she admits that they both have to keep working on it. On success, the Elven Protector is satisfied that they have fully catalogued the local flora, at least for now.
Rank 10 (Breakthrough)—The Elven Protector is working on arrows and scanning for threats as usual. However, she puts her arrow work down and turns to greet the PC and talk about whatever topic the PC brings up.
DC 30 Sense Motive. On failure, the conversation goes well but ultimately does not lead to a breakthrough. On success, the PC realizes that the Elven Protector has some feelings bubbling just under the surface and can work to try to bring them fully out.
DC 30 Bluff (to talk around the feelings delicately until they come out) or DC 30 Perform (any) to elicit them via a performance. On failure, the PC either fails to help the Elven Protector bring out her emotions or else is too blunt and causes her to withdraw. On success, she begins to cry for a short time. When she is done, she smiles and tells the PC that she needed that, and that she has never felt comfortable being so vulnerable around anyone before since her mother, not even her romantic partners. She explains that feeling vulnerable and helpless always gives her flashbacks to how she could do nothing against the dragon when it took her mother.
DC 35 Sense Motive. On failure, the PC doesn’t notice the other deeper layer buried under the first. On success, the PC realizes that the Elven Protector is realizing that she doesn’t have to be a perfectionist and rely only on herself to be strong, but she hasn’t fully convinced herself of that yet.
DC 30 Diplomacy. On failure, the PC’s arguments aren’t enough to overcome the Elven Protector’s instincts honed from years of being a loner. On success, the Elven Protector is able to rely more on others, making a terse joke about the Mystic Seer telling her that the Desert card was important to her, wherein a trial can only be overcome by working together. She asks the PC what they plan on doing after defeating the oni and instating the Destined Empress. If the PCs convinced her to work on her relationship with the hero of Sandtown, she talks about her plans to return there, pointing out that they will be able to have a relationship of peers now that both of them have succeeded at an epic journey. If she is in a relationship with a PC, her plans involve staying with her lover. If neither is the case, then she tells the PC that she is still deciding between staying here with the Destined Empress and going back to Sandtown to annihilate all the goblin tribes once and for all.
Relationships
The Lonely Lyrakien
The Lonely Lyrakien is a lyrakien azataB2 and a cleric of Lady Luck who once traveled as the ally of a more powerful human cleric until her companion met an untimely end. Afterwards, she prayed to Lady Luck to show her guidance in her travels and set off on a random path, letting luck and the stars decide. Eventually, she reached the place where she saw a sign and decided to stay (in the Far Eastern Adventure Path, that location is an abandoned graveyard). There she has been watching and waiting to see why that spot is where she should stay. In addition to the Far Eastern Adventure Path, the Lonely Lyrakien is an excellent match for any Adventure Path or home game with a Chaotic Good outlook, particularly those involving travel or overthrowing tyranny. The Lonely Lyrakien’s relationship link is focused self- discovery and understanding more of her role in the universe. As she grows closer to the PC, she becomes more willing to talk about her former companion, and her thoughts about destiny and luck.
Preferred Gifts and Interactions: The Lonely Lyrakien is difficult to influence with gifts and interactions. She prefers unique experiences and tires of repetition more quickly than usual. The one thing she appreciates most of all is something that can lift an oppressive mood and bring optimism and good cheer to others; in her mind, a perfectly crafted joke can do all of those things, but she dislikes mean-spirited and hurtful jokes.
Affinity Notes: The Lonely Lyrakien has a positive affinity for clergy of Lady Luck, like herself and her former companion. She has negative affinity for evil characters and particularly for demons and those who worship them. If an adventuring party includes both the Lonely Lyrakien and the Mute Harpy, this antagonism might lead to interesting interactions between the PCs and NPCs.
Joining the Party: When the party comes across the place where the Lonely Lyrakien ended her guided flight, she hides and follows them curiously. She is willing to help them if she sees them in trouble, at least while they adventure near her chosen location, and a request via Diplomacy (DC 20) can convince her to join the party for at least a short time; she can always fly back if necessary, and, though she’s keeping it to herself, she realizes that the party might be why she was guided here.
Staying with the Party: Eventually, the Lonely Lyrakien will reach a decision point where she has to decide whether she’s going to go all-in with the party or part ways and return to the spot her goddess showed her. In general, this should be at a point in the campaign that seems like a point of no return, like just before heading up into the North Pole in the Far Eastern Adventure Path. In the unlikely event that a character
has reached rank 6 or higher with the Lonely Lyrakien before this decision point, she automatically stays. To convince the Lonely Lyrakien to stay otherwise requires a character to make a plea to her as a request using the Diplomacy rules. Each character at least at rank 3 with her can make request separately; characters can’t aid another. The request counts as lengthy and dangerous aid (DC 30), but she counts as helpful if the character is at least at rank 4, lowering the DC to 20, and if the PC is at rank 5, she decides that the aid isn’t so lengthy after all, lowering the DC to 15.
Advancement: The Lonely Lyrakien advances as a cleric of Lady Luck. For experience points, if you want her to be a strong option for the party, consider her to be a 5th level character to start as a lyrakien cleric 3. Otherwise, you should consider her as a level or two higher than that. Either way, if you give important NPCs traits, Magical Aptitude is particularly useful for her, as it increases her cleric caster level to compensate for her outsider HD.
Participation: The Lonely Lyrakien, unlike most NPCs, has exploration literally in her blood, so she is generally happy to come with the PCs, even at low relationship ranks. However, she is prone to her own ideas of what might be interesting to see, so until a PC reaches rank 4 with her, there is a 25% chance that she decides to do something else on a given day. The Lone Lyrakien will agree to become a cohort to a PC only after she is at Rank 7 with that PC and has expressed her grief over the last time she was a cohort. As a free spirit, she generally prefers not to be a cohort, and even as a cohort, she won’t always follow orders from her PC.
Romance: The Lonely Lyrakien is willing to try anything at least once, and, more surprised that a PC would propose it than shy or dismissive, she would be willing to pursue a romance as early as Rank 4. In her friendships, the Lonely Lyrakien is extremely loyal, but in her intimate affections, she is still a chaotic outsider, prone to fits of whimsy and rapid changes of heart. A character romancing her should expect an on-again off- again relationship that flirts between casual and more intimate at times, all the way up to Rank 10, at which point even the Lonely Lyrakien could become seriously committed.
Boons
Lonely Lyrakien’s Comrade (Rank 7)—While the Lonely Lyrakien is quick to make friends, she is slower to truly trust, and you are one of the few in her most trusted circles. You gain a +2 competence bonus in your choice of Knowledge (planes) or Perform (comedy), and you gain a +1 bonus on saving throws against becoming entangled and against paralysis effects.
Lonely Lyrakien’s Lifeline (Rank 10)—The Lonely Lyrakien owes part of her epiphany to her friendship with you, and she trusts that even if she is destroyed, you will carry on her memory. If you have a campaign trait with the Lonely Lyrakien, double all trait bonuses you receive from the trait. Twice per day as an immediate action, you can gain the effects of freedom of movement for 1 round.
Rank-Ups
Rank 1—The Lonely Lyrakien introduces herself to the PC and asks the PC to tell her more about himself or herself. She is particularly curious about the PC’s religious beliefs.
DC 12 Diplomacy. On failure, the Lonely Lyrakien becomes distracted, tells the PC that they should speak again later, and flies off.
Rank 2—The Lonely Lyrakien wants to hear more about the PC, including the PCs’ adventures so far. Her goal is to subtly test the PC’s personality, good nature, and sense of humor, while also learning what the PC has been up to before meeting her.
DC 14 Diplomacy or Perform related to telling a story. On failure, the Lonely Lyrakien says that she’d like to hear more at a later time.
Rank 3—The Lonely Lyrakien wants to go trailblazing a bit with the PC, discovering the secrets of the land around them in honor of Lady Luck.
DC 16 Survival. On failure, the Lonely Lyrakien chuckles good-naturedly at the way the PC is getting turned around and offers to go exploring again later.
Rank 4 (Breakthrough)—The Lonely Lyrakien is considering the branching paths of luck and possibility that brought her here with the PCs.
DC 20 Sense Motive. On failure, the PC doesn’t recognize the Lonely Lyrakien’s contemplative mood. If successful, the PCs realizes that she is pondering the situation deeply with intense introspection, not typical for the usually gregarious Lonely Lyrakien. If the PC offers to join her or discuss what’s on her mind, the Lonely Lyrakien gives a sad smile and asks the PC what he knows about what sort of creature she is.
DC 18 Knowledge (planes) and DC 18 Knowledge (religion). On failure, the PC still might know basic facts, like that she is a lyrakien, but the Lonely Lyrakien shakes her head and says it’s deeper than that. On a success, the PC realizes that as a servant of Lady Luck, it was very unusual that the Lonely Lyrakien would have been staying in one place for so long where the PCs found her. The Lonely Lyrakien nods sadly and explains that she met with a great loss, so she took part in a ritual to Lady Luck where she let the glinting lights of the night stars off her starknife guide her in seemingly random directions, hoping she would find a sign. When she saw the location where the PCs found her (a beautiful cemetery shrine of Lady Luck in disrepair, in the case of the Far Eastern Adventure Path), she knew it was a sign, and she stayed to reconsecrate the place and wait to see why it might be significant. She admits to the PC that she believes it is possible that the PCs’ arrival was what she was waiting for, but she still needs to wait and pray and contemplate to see if that turns out to be so. She welcomes the PC in joining her. Future PCs use the next version of Rank 4 instead.
Rank 4—The Lonely Lyrakien is curious what the PC thinks about her kind.
DC 18 Knowledge (planes). On failure, the PC doesn’t remember anything much about lyrakiens, and the Lonely Lyrakien makes a joke involving incorrect facts about humans and suggests the PC learn more about his traveling companions. On success, she smiles and tells the PC that she is learning more about the PC, and the other PCs, as well.
Rank 5--The Lonely Lyrakien is interested in sharing jokes; particularly, she wants to hear the best one the PC has to offer. She points out that humor is a great way to maintain optimism even in the fact of uncertainty, so since Lady Luck is a goddess of eternal optimism, a joke is like a prayer to Lady Luck.
DC 20 Perform (comedy). On failure, she shakes her head and asks the PC to come up with something better than that. On success, she laughs and claps her hands, sharing a joke of her own in return.
Rank 6—The Lonely Lyrakien muses over the group’s many adventures so far, and she wonders what the PC sees as the driving philosophical force behind the journey.
DC 22 Knowledge (religion). On failure, the Lonely Lyrakien asks the PC to keep thinking about it and come back to her later. On success, the PC is able to explain his beliefs or to determine that the Lonely Lyrakien sees Lady Luck’s fingerprints on the group’s journeys so far. The Lonely Lyrakien shares her viewpoint, that the group has been guided by Lady Luck, citing any twists of luck in the group’s favor, the journey they have taken together, and any plans that fall in line with Lady Luck’s purview (for instance, freeing the Empire of Dawn from tyranny in the Far Eastern Adventure Path). The Lonely Lyrakien thinks it’s all just too perfect to be merely a coincidence.
Rank 7 (Breakthrough)—The Lonely Lyrakien seems uncharacteristically quiet.
DC 25 Sense Motive. On failure, the PC can’t figure out why. On success, the PC realizes that the Lonely Lyrakien has grown somber over an extremely weighty topic. If the PC offers to join her, the Lonely Lyrakien tells the PC that she isn’t in the mood for talking right now, but she’d be happy to quietly share a few jokes under the starlight.
DC 24 Perform (comedy). On failure, the Lonely Lyrakien forces a smile, thanks the PC, and heads off on her own. On success, the Lonely Lyrakien is able to feel more comfortable, so she tells the PC all about her previous companion, a priestess of Lady Luck, and their adventures together, culminating in how the priestess was devoured by a plant creature, while the Lonely Lyrakien could do nothing to stop the plant, even though the plant couldn’t grapple her or stop her from flying away. As the priestess was dying, she told the Lonely Lyrakien to fly away, and not to stay there and perish alongside her friend.
DC 24 Knowledge (planes) and DC 24 Spellcraft. On failure, the Lonely Lyrakien tells the PC she is glad she was able to tell her story, but the PC doesn’t realize the further implications yet, though she might later on. On success, the PC realizes that as an outsider, a being made of soul energy, if the Lonely Lyrakien dies, she is gone for good, and only the most powerful magics could bring her back. The Lonely Lyrakien nods, sadly, and tells the PC that at that the time, she had been willing to accept that fate if there had been some way to save her companion, but there wasn’t one. But now, the Lonely Lyrakien feels that the PCs’ current endeavor is a worthy cause. She knows that with the battles getting deadlier and deadlier, while other PCs and NPCs might survive with a breath of life spell, someday the Lonely Lyrakien might be felled by an attack and die forever. She tells the PC that she has come to terms with that, and even if she must be a sacrifice along the journey, she trusts Lady Luck that it will be worth it in the good that their journey will bring for so many others. Future PCs use the next version of Rank 7 instead.
Rank 7—The Lonely Lyrakien shares more jokes with the PC.
DC 24 Perform (comedy). On failure, the Lonely Lyrakien tells the PC to practice his delivery next time.
Rank 8—The Lonely Lyrakien wants to go flying with the PC, enjoying the rush of the air and the way the sky feels as they chat together. If somehow the PCs have absolutely no means to fly by this point, she offers to help scribe a scroll of fly or cast a spell like wind walk if she can cast it yet. If that’s still not enough for the PC to be able to fly, she is willing to accept a substitute adventure, grudgingly.
DC 26 Fly. On failure, the Lonely Lyrakien’s perfect maneuverability leaves the PC in the dust. She laughs with glee and promises to help teach the PC how to fly. If the PC succeeds, he can see how joyous the Lonely Lyrakien is when she’s flying free, and they can discuss many things together in the sky.
Rank 9—In keeping with the optimism of a priestess of Lady Luck, the Lonely Lyrakien has at this point decided that the PCs’ great adventure will be a success, so she’s busy planning several future journeys. She tells the PC that he is welcome to come with her, and she asks for some advice on exciting geographical locations
DC 28 Knowledge (geography). On failure, she agrees that the PC’s suggestions are interesting, but she says that nothing has really sparked her imagination yet. On success, she is delighted and agrees that the suggested location is a place she just has to go see.
Rank 10 (breakthrough)—The Lonely Lyrakien is on the cusp of a major epiphany. While she’d like the PC to join her, she also needs time to think without the words of conversation interrupting her train of thought.
DC 30 Sense Motive. On failure, the PC doesn’t realize, and likely either heads off or speaks, disrupting her concentration. On success, the PC realizes that for the moment, and contrary to normal, the best thing is to sit with the Lonely Lyrakien and wait, even though the Lonely Lyrakien herself is not simply sitting but instead pacing through the air. Eventually, she stops pacing and turns to face the PC. She smiles and thanks the PC for waiting for her and asks if the PC expects a joke. Whatever the PC answers, the Lonely Lyrakien admits that much as a joke might be a good distraction, now is not the time for one just yet. She asks the PC to consider with her the intertwined roles she bears as both a lyrakien, a creature created to serve Lady Luck, and a priestess of Lady Luck. She wonders, between the two of those roles, whether her nature, no matter how free-spirited, was never free for her to choose, and whether she possesses significant individuality to herself, to call her own.
DC 30 Knowledge (religion) and DC 30 Diplomacy. On failure, the PC might still make a response, but it doesn’t seem to satisfy the Lonely Lyrakien. On success, the PC can convince the Lonely Lyrakien what the azata herself is already beginning to understand; that she has become more than her ordinary lyrakien sisters but that ultimately, her fate has always belonged to her, even before she was reborn as an azata in Elysium. The Lonely Lyrakien wonders if her friend, the deceased priestess of Lady Luck, will become one of her sisters one day and rejoin her in that way. Joyful, she takes the PC up to fly with her again in the starlight, her spirit feeling as light as the air itself.
DC 30 Fly. On failure, she leaves the PC behind but promises to fly with the PC again later. On success, the two soar through the starlit night and see a shooting star pass above them. The Lonely Lyrakien smiles and tells the PC that no matter what happens to her, she knows the PC will carry on her memory, and she will do the same for the PC. She promises the PC that if the PC’s soul becomes a good outsider, she’ll find and befriend that outsider too.
lonely lyrakien
Female lyrakien azataB2 cleric 3
CG Tiny outsider (azata, chaotic, extraplanar, good)
Init +5; Senses darkvision 60 ft., detect evil, detect magic, low-light vision; Perception +14
deFenSe
AC 20, touch 17, flat-footed 15 (+3 armor, +5 Dex, +2 size)
hp 41 (6 HD; 3d10+3d8+12)
Fort +6, Ref +9, Will +11
DR 5/evil; Immune electricity, petrification; Resist
cold 10, fire 10
oFFenSe
Speed 30 ft., fly 80 ft. (perfect)
Melee mwk starknife +11 (1d2–1/×3) and mwk starknife
+11 (1d2–1/×3) or mwk starknife +13 (1d2–1/×3)
Ranged mwk starknife +13 (1d2–1/×3)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks channel positive energy 8/day (DC 16, 2d6), starlight blast
Cleric Spell-Like Abilities (CL 3rd; concentration +8)
8/day—liberty’s blessing
Lyrakien Spell-Like Abilities (CL 3rd; concentration
+8)
Constant—detect evil, detect magic, freedom of movement
At will—dancing lights, daze (DC 15), summon instrument, ventriloquism (DC 16)
1/day—cure light wounds, lesser confusion (DC 16),
silent image (DC 16)
1/week—commune (6 questions, CL 12th)
Spells Prepared (CL 3rd; concentration +8)
2nd—lesser restoration, remove paralysisD, spiritual weapon
1st—command (DC 16), divine favor, magic stone, remove fear, sanctuaryD (DC 16)
0th (at will)—detect magic, mending, read magic, stabilize
Domain spell; Domains Liberation (Freedom subdomainAPG), Travel
STaTiSTicS
Str 9, Dex 20, Con 15, Int 12, Wis 20, Cha 20
Base Atk +5; CMB +8; CMD 17
Feats Scribe Scroll, Two-Weapon Fighting, Weapon Finesse
Traits: Magical Knack UCam (cleric), Patient OptimistUCam
Skills Fly +26, Heal +11, Knowledge (religion) +10,
Perception +14, Spellcraft +10, Stealth +22 Languages Celestial, Draconic; truespeech SQ agile feet (8/day), traveler’s friend
Combat Gear scrolls of cure moderate wounds (2), scrolls of lesser restoration (3), scroll of remove disease; Other Gear masterwork studded leather, masterwork starknives (3)
The Mystic Seer
The Mystic Seer’s relationship link explores the ideas of fate, responsibility, and mortality. The Mystic Seer’s mother has overshadowed her for much of her life, and she regrets having missed out on the opportunity to explore and adventure during her youth. The Mystic Seer discusses various philosophical and esoteric topics with the PCs throughout the journey, as well as providing enigmatic card readings.
Preferred Gifts and Interactions: The Mystic Seer loves gifts related to travel and exotic locales. She enjoys going on trips to interesting places with the PCs rather than being cooped up in the caravan “like an old lady.”
Affinity Notes: A foster mother several times over, the Mystic Seer might have a positive affinity for PCs who are childlike or need a mother figure. She has a negative affinity for those who oppress others and force them to abandon their hopes and dreams.
Joining the Caravan: The Mystic Seer is the caravan’s fortune-teller and the foster mother of the Caravan Master. She automatically joins when the PCs gain access to the caravan.
Staying with the Caravan: The Mystic Seer will not be denied her chance at a true journey. She will always stay with the caravan.
Participation: The Mystic Seer will join the PCs in active adventuring duty after any PC gets a breakthrough at Rank 4. The Mystic Seer will agree to become a cohort to a PC if she is at Rank 7 with that PC.
Romance: The Mystic Seer can be romanced at Rank 6. She is no stranger to brief flings from her youth, but this time she is looking for something more fulfilling.
Boons
Prophecy Seeker (Rank 7)—You have explored the ways of the Harrow deck with the Mystic Seer and puzzled over her mother’s strange prophecy. You gain a +2 competence bonus in your choice of Knowledge (religion) or Profession (harrower), and any luck bonus or penalty you receive from the Mystic Seer’s harrowingISWG spell increases by 1.
Mystic Seer’s Light (Rank 10)—You are the light that shines through the Mystic Seer’s darkest hour. If you have a campaign trait with the Mystic Seer, double all trait bonuses you receive from the trait. As long as the Mystic Seer is within 30 feet of you, you may reroll a failed saving throw once per day.
Rank-Ups
Rank 1—The Mystic Seer introduces herself and her role in the caravan. She gives a Harrow reading for the PC (consider stacking the deck so that the PC’s card shows up in this initial reading).
DC 12 Diplomacy. On failure, she surmises that the reading was inconclusive and they must try again later.
Rank 2—The Mystic Seer wonders about the PC’s past and how it will influence their future. She explains that the Harrow is a gift from Lady Luck to help each person influence their own futures, rather than a prophecy written in stone. Even on a terrible Harrowing, Lady Luck teaches that those who hold out hope shall find a path.
DC 14 Diplomacy or Perform (oratory). On failure, she tells the PC that they need to consider their past more carefully if they wish to find the best future.
Rank 3—The Mystic Seer shares knowledge of herblore and medicine with the PC, reminding them that skills like those of the healer can mitigate even the most unfortunate of fates and that the future is always open to change. Healing is the art of refusing to accept a dire fate as inevitable.
DC 16 Heal (with a +5 bonus on the check if the PC has the Brew Potion feat). On failure, she tells the PC that they should practice what she has taught them and speak with her again.
Rank 4 (Breakthrough)—The Mystic Seer has become uncertain of her path. She has learned of the kami and their foes the oni, and the worldview expressed by the battle of these two forces seems to her to run contrary to the teachings of Lady Luck.
DC 20 Sense Motive. On failure, the PC doesn’t realize anything is amiss, but on a success, the PC discovers that she is puzzled. She asks the PC to try to read an epic from the Empire of Dawn closely for nuance, offering a comprehend languages spell if they need it.
DC 18 Linguistics (with a +5 bonus if the PC knows the Minkan language, since the original verbiage makes it easier to understand metaphors than the translation from the spell). On failure, she asks the PC to contemplate the text and come back to her when they understand it better, confessing that she herself doesn’t fully understand it either. On success, she admits to the PC that she has been troubled for a long time about the balances of new experiences and responsibilities. She explains how she has put off her own journey because of her responsibilities, but she considers that Lady Luck teaches her faithful to seize the moment and find new experiences. Nonetheless, the oni are shown to be evil specifically for desiring new experiences and eschewing responsibility. She asks the PC if they have any thoughts on the matter and weighs their opinion, particularly looking for answers based on faith or philosophy. She respects an answer from either side of the philosophical spectrum.
DC 18 Knowledge (religion). On failure, she asks the PC to consider her question carefully and consult the holy book of their deity of choice. On success, the PC’s answer has helped the Mystic Seer understand her own situation better. Future PCs uses the next version of Rank 4 instead.
Rank 4—The Mystic Seer presents the puzzle of experience versus responsibility, as exemplified by the kami and the oni, as well as the teachings of Lady Luck to seize the moment. She asks the PC if they have any thoughts on the matter and weighs their opinion, particularly looking for answers based on faith or philosophy. She respects an answer from either side of the philosophical spectrum.
DC 18 Knowledge (religion). On failure, she asks the PC to consider her question carefully and consult the holy book of their deity of choice.
Rank 5—Finally able to fully concentrate on the joy of the epic journey to the Empire of Dawn, the Mystic Seer is getting more excited about interesting locations to visit along the way. She has out all of her maps and travelogues out and is interested in comparing her ideas with those of the PC.
DC 20 Knowledge (geography). On failure, she asks the PC to go find some more sources and then brainstorm side-trip ideas with her again.
Rank 6—The Mystic Seer is looking carefully at her Harrow deck as the PC arrives. She wonders whether the PC has spent much time considering the significance of the various major and minor cards in her mystic deck, the meanings of each card, and the origins of the suits.
DC 22 Knowledge (arcana). On failure, she tells the PC to contemplate the deck, particularly whichever card is the PC’s card, and come back to her if they have found new insight.
Rank 7—At long last, the Mystic Seer feels she is ready to relieve herself of the final burden her mother placed upon her. Just before dying, the Mystic Seer’s mother spoke a cryptic premonition, and she made the Mystic Seer swear to keep it secret until she knew in her heart that the time was right. She is considering whether to tell the PC.
DC 25 Sense Motive. On failure, the PC is unable to determine why the Mystic Seer is pensive. On success, she admits that there is something she is considering, but she is not convinced whether the time is right. Allow the PC to try any creative means to convince her.
DC 24 Diplomacy. On failure, the Mystic Seer believes that the time is soon, but not just yet. On success, after extracting a promise of secrecy, she reveals the premonition from her mother’s deathbed, inviting the PC to speculate at the hidden meaning.
DC 17 Intelligence check. On failure, much of the hidden meaning eludes the PC, and the Mystic Seer suggests that the PC let it percolate. On success, the Mystic Seer agrees that the PC has discovered a part of the meaning and suggests that they keep it in mind going forward. She feels some of her mother’s burden lifted. Future PCs use the next version of Rank 7 instead.
Rank 7—The Mystic Seer reveals the premonition from her mother’s deathbed (see sidebar), inviting the PC to speculate at the hidden meaning.
DC 17 Intelligence check. On failure, much of the hidden meaning eludes the PC, and the Mystic Seer suggests that the PC let it percolate. On success, the Mystic Seer agrees that the PC has discovered a part of the meaning and suggests that they keep it in mind going forward.
Rank 8—The Mystic Seer tells the PC more about mother and wonders what kind of relationship the
PC had with their parents. She swaps stories and is particularly interested if the PC ever felt the reach of their parents’ shadows.
DC 26 Perform (oratory) to swap tales. On failure, the Mystic Seer still wants to hear more.
Rank 9—The Mystic Seer has been debating the nature of concepts such as Fate, Prophecy, Luck, and Destiny with the Lonely Lyrakien (or other appropriate NPCs if she has perished or left the party). She believes that Lady Luck’s teachings mean that the future is a blank slate meant to be filled by those with the faith and belief to paint a beautiful future. The others hold slightly nuanced viewpoints on the topic. For instance, the some might believe that the future is a mystery with clues and pieces of the puzzle that can be fit together in order to predict what will happen. The Mystic Seer asks the PC what they believe about these heavy topics, asking them to support their ideas with philosophical or religious teachings if they can.
DC 28 Knowledge (religion). On failure, the Mystic Seer isn’t satisfied with the answer, though she respects the PC’s right to hold their opinion. She asks them to fully form their idea and explain it to her again.
Rank 10—The Mystic Seer is concentrating intensely on a Harrowing with no one else around.
DC 30 Sense Motive. On failure, the PC can’t tell the importance. On success, the PC realizes that the Mystic Seer seems deeply troubled about something, and she talks frankly to the PC about living in the shadow of her mother, and the dual nature of her own thoughts, at both loving her mother and her foster children, and yet resenting how she lost the best years of her life, unable to pursue her dream. Both parts of her consider the other to be repugnant. How could she think such things about the people she loves? But how too could she ignore the teachings of her goddess and her own heart? She wonders whether the PC has ever been of two minds so strongly and asks for any relevant proverbs or teachings from the PC’s own religion.
DC 30 Knowledge (religion). On failure, she asks the PC to come back if they can find some guidance for her. On success, she seems satisfied with their religious answer, but she asks the PC which path they would have chosen and ultimately whether they believe she has chosen wisely.
DC 30 Diplomacy allows the PC to explain their answer in a way that satisfies the Mystic Seer. On failure, she seems unconvinced and retreats to her own thoughts. On success, the Mystic Seer thanks the PC and wonders if her lost youth, too, was all a part of the path of her journey, all necessary to shape her so she would be ready for this adventure.
DC 30 Perception allows the PC to notice a shooting star passing by overhead, indicating Lady Luck’s favor. On failure, the shooting star does not pass overhead, as Lady Luck will only send her sign of favor when it will be noticed. When the PC notices the shooting star, the Mystic Seer recognizes the good omen and takes it as a sign that she has discovered something important about herself, with the PC’s help.
The Viking
Shieldmaiden
The Viking Shieldmaiden is a proud viking warrior who must come to grips with the taste of dishonor and failure. With the PCs’ help, she might come out the other side stronger than ever. The Viking Shieldmaiden is extremely competitive, reacts aggressively when she feels she is being disrespected, and often becomes confused when the ins and outs of viking honor aren’t as obvious to others as they are to her. However, she is fiercely loyal to her true friends and comrades, and she is never bitter about losing a competition fairly, merely excited to improve and try again.
The Viking Shieldmaiden had participated in successful raids, but she had never led one. That all changed when she found a long-lost scroll indicating a secret entrance to a forgotten dungeon. Her blood- brethren agreed that this was a sign from the Lord in Iron, so they set sail for the dungeon and named her the leader of the raid. Unfortunately, they bit off more than they could chew, and now the rest of her blood-brethren lie dead. At least they died in glorious battle. The Viking Shieldmaiden has been captured by the denizens of the dungeon, where she can only assume she will die dishonorably, alone, and forgotten. Fortunately, the dungeon the Viking Shieldmaiden attacked was the same dungeon the PCs are exploring. They have a chance to save this proud warrior from her chains, but they will have to be careful how they act towards her, as the physical chains are only the beginning.
The Viking Shieldmaiden is an excellent match for any campaign with a dungeon or lost fortification in it where she could have been captured, particularly one headed into viking lands. The Viking Shieldmaiden’s relationship link is focused on the PC learning viking honor and culture and helping the Viking Shieldmaiden come to terms with her own honor. Only as she grows much closer to a PC will she become willing to talk about things like her insecurities and doubts.
Preferred Gifts and Interactions: The Viking Shieldmaiden enjoys contests of strength, such as wrestling or duels, and she is also a fan of the telling of epic sagas like the skalds sing as well as of boasting contests. As far as gifts, she enjoys mementos of glorious battles in which she participated, such as the composition of a saga or a bracelet in the shape of a beast she helped defeat carved from one of its bones.
Affinity Notes: The Viking Shieldmaiden has a positive affinity for warriors who fight with strength and honor, by her standards of honor. She has negative affinity for those who employ cowardly tactics such as cursing or hexing enemies, like enchanters or
illusionists, and she absolutely despises the icy witches from her nation’s wild lands and their servitors.
Joining the Party: When the party finds the Viking Shieldmaiden, she is badly injured, exhausted, hungry, and stripped of her gear. How the PCs interact with her at first is crucial to her opinion of them. Those who are patronizing or act overly sorry for her she meets with anger, while those who show her respect and quietly allow her to regain her bearings earn her respect in turn. If the PCs haven’t antagonized her, after a day to recover, she is willing to assist the PCs, if they have any of the dungeon left to explore. Afterwards, she agrees to join the PCs if they are journeying to her homeland because there is strength in numbers, and she agrees to give them a gift for their assistance upon arrival. Along the way, she offers to help when trouble arises. If the PCs are not headed that way but you want to use the Viking Shieldmaiden anyway, have her offer her blade to the party in exchange for their rescue, instead.
Staying with the Party: After arriving back at her homeland, when the PCs are about to leave it, or when her term of service is over if using that option, the Viking Shieldmaiden leaves the party unless someone has reached at least Rank 4 with her. Such a character can convince her to join the party on a more permanent basis with a DC 20 Diplomacy check, though they receive a +5 bonus if they emphasize the honor and glory and the tales that will be told of their battles. They also receive a cumulative +5 bonus for every rank they have reached beyond 4.
Advancement: The Viking Shieldmaiden advances as a barbarian, adding more superstition rage powers and two-weapon or shield feats.
Participation: The Viking Shieldmaiden yearns for battle. She will agree to join for adventuring on any day where there is an expectation of battle, and starting at Rank 4, she will come along regardless if the PC requests her aid in an appropriate way, by emphasizing how her assistance would be helpful on that day despite the dearth of battle. The Viking Shieldmaiden is highly skeptical about the idea of becoming a cohort, but a character at Rank 7 with her who possesses formidable viking honor might be able to convince her.
Romance: The Viking Shieldmaiden is no stranger to physical relationships, and she’s happy to engage in one with someone strong and honorable who catches her eye as early as Rank 2 or 3. She closes her inner feelings off to almost everyone, however. Only someone at least Rank 7 is in that inner circle, and thus they are the only ones who truly have a chance for a deeper relationship with her.
Boons
Viking Shieldmaiden’s Blood Brother/Sister (Rank 7)—You have not only shown true honor but earned the Viking Shieldmaiden’s trust, so she conside you her blood kindred. You gain a +2 competence bonus in your choice of Intimidate and Profession (sailor), and you gain a +1 bonus on CMD against disarm and sunder.
Viking Shieldmaiden’s Shield (Rank 10)—Much as the Viking Shieldmaiden trusts her physical shield with her life in battle, she trusts you to protect the vulnerable parts of her personality that she won’t allow others to see. In turn, she protects you. As long as you are standing adjacent to the Viking Shieldmaiden, she is using a shield, and she is able to act, you gain a +2 shield bonus to AC. If you are also using a shield, the two of you instead gain the benefits of the Shield Wall teamwork feat, but only with respect to each other. If you have a campaign trait with the Viking Shieldmaiden, double all trait bonuses you receive from the trait.
Rank-Ups
Rank 1—The Viking Shieldmaiden introduces herself more formally to the PC, after their tenser meeting in the dungeon where she was imprisoned. She is curious to learn the PC’s name and exploits, as well as what sort of warrior the PC is.
DC 12 Diplomacy. On failure, the Viking Warrior is suspicious of the PC, though she is willing to give another chance later.
Rank 2—On a day when it won’t interfere with adventuring, the Viking Shieldmaiden wants a friendly duel against the PC, using honorable tactics, meaning melee weapons, not cowardly witchcraft, and striking for nonlethal damage. If the PC wins the duel honorably, she is impressed.
The PC must either win the duel honorably or succeed at a DC 14 attack roll (remember to include the –4 penalty for dealing nonlethal damage if applicable). If the PC wins the duel dishonorably, he loses 2 CP with the Viking Shieldmaiden and the relationship becomes misaligned until he gains 2 CP again. Otherwise, on failure, she is satisfied with the PC’s honor and agrees to challenge him again later. On success, she is suitably impressed, especially if the PC won the duel by strength of arms (which grants an extra CP towards rank 3 if the PC is the same level as the Viking Shieldmaiden or lower).
Rank 3—The Viking Shieldmaiden wishes to hear tales of glorious battle and heroism that the PC learned when he was little, in grand oratory or song like the skalds tell them.
DC 16 Perform (oratory or sing). On failure, the Viking Shieldmaiden asks the PC to tell a better tale next time.
Rank 4 (Breakthrough)—The Viking Shieldmaiden is performing a viking memorial rite of honor for her fallen comrades.
Vi
DC 18 Knowledge (local). On failure, the PC don’t recognize exactly what she’s doing and may mistake the cultural rite for a religious ceremony. In this case, the king Shieldmaiden asks the PC to leave, though the
PC has a chance to learn more and try again next time, as usual. On a success, the PCs recognizes the rite for what it is, and if the PC mentions that to her, she invites the PC to stay quietly.
DC 20 Sense Motive. On failure, though the PC stays through the rite, he doesn’t recognize anything about the Viking Shieldmaiden’s feelings other than her sorrow for the loss. On a success, he realizes that she is afflicted by guilt as well, feeling responsible for her comrades’ deaths. The PC can attempt to talk to her about it and convince her that it wasn’t all her fault.
DC 20 Diplomacy. On failure, she lashes out at the PC for his presumption in telling her what to think and stalks away, though she’s willing to talk about it again later. On success, the PC has convinced her not to blame herself so much, though she won’t admit it; she gives a bold smile and tells the PC that of course it wasn’t her fault.
Future PCs use the next version of Rank 4 instead.
Rank 4—The Viking Shieldmaiden is willing to share some viking customs with the PC.
DC 18 Knowledge (local). On failure, the PC doesn’t understand the customs well enough, causing the Viking Shieldmaiden to become exasperated. On success, she nods and tells the PC that he final begins to understand.
Rank 5—The Viking Shieldmaiden challenges the PC to a wrestling contest.
The PC must either pin the Viking Shieldmaiden before she pins him, or else succeed at a DC 20 combat maneuver check to grapple. On failure, she tells the PC to practice more before challenging her to a rematch. On success, the Viking Shieldmaiden is impressed, particularly if the PC managed to pin her and win instead of just succeeding at an impressive check (which grants an extra CP towards rank 6 if the PC is the same level as the Viking Shieldmaiden or lower).
Rank 6—The Viking Shieldmaiden wants to share a viking boasting contest with the PC. Even though, as usual, she is extremely competitive, this time it’s as much about hearing the PC boast and instructing in proper viking boasts as it is a competition.
DC 22 Perform (oratory) and DC 22 Intimidate. On failure, the Viking Shieldmaiden tells the PC to practice some boasts and save up any ideas he develops for their rematch. On success, she is highly amused by the PC’s impressive boasts, and tells the PC that he has finally learned to boast like a viking.
Rank 7 (Breakthrough)—The Viking Shieldmaiden challenges the PC to a drinking contest.
DC 24 Fortitude save. On failure, the PC either passes out or becomes too drunk to continue the conversation,
but the Viking Shieldmaiden might challenge the PC again later. On success, the PC is victorious, and may attempt the next check.
DC 25 Sense Motive. On failure, the PC takes his victory at face value; unlike normal breakthroughs, the PC must go back to the beginning and win another drinking contest with a Fortitude save before trying Sense Motive again. On success, the PC realizes that there was more to the drinking contest than the Viking Shieldmaiden’s usual competitive spirit. She was getting tipsy on purpose because she wants to say something that is difficult for her. The PC will need to convince her to continue further, however.
DC 24 Diplomacy. On failure, the Viking Shieldmaiden can’t bring herself to continue, and if the PC presses, she angrily denies that she had anything else to say; as above for Sense Motive, the PC must win another drinking contest with a Fortitude save before continuing, though he need not attempt another Sense Motive. On success, the PC manages to help her continue in a manner that is supportive without being patronizing. The Viking Shieldmaiden makes the PC promise to keep her thoughts in the strictest confidence. She then explains that the PC had been correct in the last breakthrough (or if the PC is different from last breakthrough she explains further) and that even though part of her knows that she shouldn’t blame herself for the failure of the expedition and the deaths of all her comrades-in-arms, she still does. Contrary to her self-assured and almost arrogant persona, she admits that there’s in a voice in her head that tells her that she will always be a failure, that she had been cowardly enough to consider killing herself, and part of why she wanted to be part of the hardest battles against the fierce beasts and enemies the party faces is that it could have granted her a way to do that and still die a glorious death in battle, as the Lord in Iron demands. She requests that the PC now give her something equal of themselves in return (no skill check required). Afterwards, if the PC doesn’t stop her, she cuts their hands to allow the blood to trickle together and declares them blood brothers or blood sisters. At this point, if the PC ever betrays that trust, such as by sharing her secret thoughts, the relationship link becomes permanently misaligned. Future PCs use the next version of Rank 7 instead.
Rank 7—The Viking Shieldmaiden challenges the PC to a drinking contest.
DC 24 Fortitude save. On failure, the PC loses, but the Viking Shieldmaiden might challenge the PC again later. On success, the PC is victorious, and the Viking Shieldmaiden tells him that they are well-matched in skill and should become blood brothers or blood sisters. If the PC agrees, she cuts their hands to allow the blood to trickle together. At this point, if the PC ever betrays that trust, the relationship link becomes permanently misaligned.
Rank 8—The Viking Shieldmaiden has decided that the PC needs his own epithet (something like Dragonslayer that describes a deed) to go after his name, to describe his deeds and accomplishments. She urges the PC to help her decide one, then goes on a long list of possible deeds the PC has achieved, along with commentary about how each one would sound after the PC’s name, in both Common and Skall.
DC 26 Linguistics. On failure, the Viking Shieldmaiden still can’t decide on the perfect epithet for the PC and says they should try again later. On success, the Viking Shieldmaiden smiles and nods vigorously at the PC’s suggestion, then she beats her hand against her shield like a drum and bellows out a loud announcement of the PC’s new epithet.
Rank 9—The Viking Shieldmaiden wants to become closer with the PC, so she shares with the PC some of the most treasured historical tales from her own family’s past, and asks the PC what he knows about both viking history and the early history of his own family.
DC 28 Knowledge (history). On failure, she asks the PC to see if he can’t learn more about at least one of those two topics and tell her what he discovers. On success, she is satisfied that the PC has also shared with her treasured tales from his family’s past and is, even if slowly, beginning to master viking history and culture.
Rank 10 (breakthrough)—The Viking Shieldmaiden is feeling emotional and vulnerable, a rare situation she typically manages to avoid through stubbornness and force of will.
DC 30 Sense Motive. On failure, the PC doesn’t realize what she is feeling and the Viking Shieldmaiden leaves to be alone with her thoughts. On success, the PC realizes what she is feeling and she allows the PC to talk to her about it. She explains that she wants to move forward, leave her doubts behind, and become a true hero, like in the tales, but that her experiences and journey have made her question whether such a thing is even possible or whether the heroes of tales aren’t all as flawed as anyone else, once you get to know them. She is looking for more than pretty words; she wants a deep and evidenced answer.
tal
DC 30 Knowledge (local) and DC 30 Diplomacy. On failure, the PC’s answer isn’t enough to satisfy the Viking Shieldmaiden, and she tells the PC that they need to talk again later. On success, the PC expresses his belief about the people who become the heroes of es, based on actual information about some of them.
The Viking Shieldmaiden seems satisfied, and if the PC convinces her that heroes really have human flaws, she seems deeply relieved. She admits to the PC that after her crisis, her relationships with him and the other PCs have been the things that have helped her most to move onward. She always tried to wear a tough exterior as a shield, but it wore away at her; she tells the PC that if she and he act as shields for each other, somehow it feels much less taxing than always being her own shield once did. She wonders, once the major threat from the current campaign or adventure path is over, what stories the skalds will tell of her and of the PC. Her curiosity piqued, she requests the PC give her a rendition.
DC 30 Perform (oratory or sing). On failure, she tells the PC there is still time yet to make their tale. On success, she smiles contentedly and sighs, feeling some of the tension that never left her since before she met the PCs relax away. She asks the PC what he plans to do after the adventure’s end, and she tells him that she plans to go off on another adventure, perhaps to slay a linnorm in single combat. She wonders if he will come along with her, so they can continue their journeys together.
viking Shieldmaiden
Female human unchained barbarianPFU 3 CN Medium humanoid (human)
Init +2; Senses Perception +7
deFenSe
AC 20, touch 12, flat-footed 19 (+7 armor, +1 Dex, +2 shield)
hp 31 (3d12+6)
Fort +5, Ref +3, Will +2
Defensive Abilities trap sense +1, uncanny dodge
oFFenSe
Speed 40 ft.
Melee mwk longsword +7 (1d8+3/19–20) or
mwk longsword +5 (1d8+3/19–20) and heavy steel shield +4 (1d4+1)
Ranged javelin +5 (1d6+3)
Special Attacks rage (9 rounds/day), rage powers (superstition)
STaTiSTicS
Str 16, Dex 15, Con 13, Int 8, Wis 12, Cha 10
Base Atk +3; CMB +6; CMD 18
Feats Improved Shield Bash, Power Attack, Two- Weapon Fighting
Traits shield bearerHoG, shield-trainedISG
Skills Handle Animal +4, Intimidate +6, Perception +7,
Profession (sailor) +4, Survival +6 Languages Common, Skall
SQ fast movement
Gear +1 breastplate, heavy steel shield, javelins (4), masterwork longsword, 97 gp
Special abiliTieS
Call of the Longships: The Viking Shieldmaiden receives a +1 trait bonus on attack rolls made on a ship.