Jade Players Guide
Jade Players Guide
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Player’s Guide
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Player’s Guide
credits
Creative Director • James Jacobs
Senior Art Director • Sarah E. Robinson
Managing Editor • F. Wesley Schneider Publisher • Erik Mona
Editors • Judy Bauer and Christopher Carey Paizo CEO • Lisa Stevens
Development • Patrick Renie Vice President of Operations • Jeffrey Alvarez
Editorial Assistance • Jason Bulmahn, Director of Sales • Pierce Watters
Rob McCreary, Mark Moreland, Sales Assistant • Dylan Green
Stephen Radney-MacFarland, Sean K Reynolds, and Finance Manager • Christopher Self
James L. Sutter Staff Accountant • Kunji Sedo
Graphic Designer • Andrew Vallas Technical Director • Vic Wertz
Production Specialist • Crystal Frasier Marketing Manager • Hyrum Savage
This product makes use of the Pathfinder Roleplaying Game Core Rulebook, Pathfinder Roleplaying Game Advanced Player’s Guide, and the Character Traits Web Enhancement. These rules can be found
online as part of the Pathfinder Roleplaying Game Reference Document at paizo.com/pathfinderRPG/prd.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks,
registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as
Open Game Content or are in the public domain are not included in this declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as defined in the Open
Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.
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T
he distant lands of Tian Xia contain the promise caravan guards for traders headed either south to Varisia
of an unlimited number of mysterious and or across the snowy mountains of the north. This life of
captivating spectacles, but also within this traveling may inspire dwarves prone to wanderlust, and
mystical realm is the ever-lurking fear of the unknown the hardy members of this race are particularly suited to
and the untrustworthy. After all, not everything is as it the hardships of caravan travel.
seems in Golarion, and this holds doubly true in this
part of the world, where the lands themselves seem to Elves
constantly change, simultaneously enchanted by the To outlanders, elves may seem content to live their long
benevolent kami and plagued by the demonic oni. Wary lives out in quiet contemplation and relaxation, but in fact
adventurers know to carefully scrutinize even the most many elves grow tired of long stays in one region. This
mundane creature, as it can just as easily change shape truth, plus their innate attraction to the supernatural,
into either something equally harmless or a monster of sometimes draws them to distant lands. Elves abound
devastating proportions. Regardless of the ever-shifting in the Mierani Forest in Varisia, though many are
nature of Tian Xia, one crucial rule remains constant: disheartened by their inability to reclaim the ancient
keep your eyes open. elven city of Celwynvian and may seek to escape the land
In the Jade Regent Adventure Path, PCs will travel that reminds them of what they lost. Those unfortunate
epic distances with a crew of lively NPCs, starting in the Forlorn within Varisia may seek refuge from their own
familiar nation of Varisia and ending up on the other lives of sadness by joining a caravan on its way to distant
side of the world. As a result, the primary element you lands and thus removing themselves from surroundings
should keep in mind when creating your character is the that have grown too intimate and allowing a glimmer
fact that while the Adventure Path begins in Sandpoint, it of hope into their otherwise drab existences. With their
won’t stay there—build your character as someone eager aff inity for nature and its sometimes mysterious inner
to leave this quiet town to seek adventure elsewhere in workings, elves are highly sought by traders and other
the world and you’ll be set! This guide’s purpose is to caravan leaders to keep an eye out for anything seemingly
help players create and equip their characters so they can unnatural or out of place on the often overgrown and
readily take on the challenges and trials they will face rugged trade routes north of Varisia.
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truly happy and f it in. With their sharp wits and love of and expand across the continents of Golarion continues
adventure, half-elves are often recruited for caravans to to spur adventurers toward traveling. Ever-curious and
act as scouts or to aid their traveling partners with their seeking to make their own way in the world, humans are
keen insight. almost instinctually attracted to the grand adventure
of travel to foreign lands, tantalized and charmed as
Half-Orcs they are by magnif icently crafted goods, mesmerizing
Shunned and despised in most lands as monstrosities, cultural traditions, and the unfamiliar mannerisms of
half-orcs f ind little refuge from this common hatred even foreign peoples.
in distant lands. Their goblinoid visages are considered
disgusting and terrifying to communities around the Classes
world. Nonetheless, half-orcs are always esteemed for Characters of all classes can find reason to join a traveling
their brute strength and raw power, and are often sought caravan headed out of Varisia, but those whose skills and
as caravan guards by traders venturing from the Inner abilities are both viable and useful on a long and perilous
Sea. In Varisia, half-orcs are most commonly found in trek will be best suited for the journey.
the lawless city of Urglin, where they f ight daily to retain
some sense of control over their tormented existences. Alchemists
The prospect of traveling away from their homeland— Forever seeking oddities and rare materials to brew into
which serves as a constant reminder of their unfortunate concoctions as eccentric as their own selves, alchemists
origins—is often motive enough for half-orcs to join a regard travel as a prime opportunity to obtain rare
caravan headed toward foreign nations. chemicals and ingredients for their concoctions. North
of Varisia, however, the lands become more perilous
Halflings and less rewarding for dedicated herbalists, as the frosty
Half lings are prone to traveling, finding comfort in winds generally kill any plants that may have been useful
making their unique qualities useful to travelers and in brewing new potables.
forging their way as best they can in the human-run trade Recommendations: Alchemists, being the varied and
settlements of Varisia. Half lings with f lexible moral versatile party members they are, will find themselves
compasses can easily find a way to exploit the otherwise useful most of the time during the journey in this
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Adventure Path, but this class may prove to be a challenging proves a boon in this formidable voyage. Particularly
one to play for the first couple adventures. Suggested skills brave (or simply bullheaded) cavaliers from other lands
for alchemists include Knowledge (nature), Spellcraft, visit Varisia in order to build their fame and win great
and Survival. renown, only to realize their ambition would be better
received in even more distant lands. Cavaliers are always
Barbarians looking for more followers for their cause, and recruiting
Barbaric warriors are common throughout areas of the an entire caravan can be seen as only the beginning
Storval Plateau in eastern Varisia, and their brute strength to an entire journey teeming with potential converts.
and iron resolve are often welcome traits among traveling More solitary individuals who don’t necessarily seek
caravans. Shoanti and Kellid barbarians hailing from the the assistance of others may view the voyage to distant
northern reaches of Avistan are not strangers to the roads nations as a personal challenge with no reward save for
travelers and traders traverse, and such individuals can the personal satisfaction of having accomplished such an
earn a substantial wage by escorting trade caravans and epic journey.
diplomats to faraway nations. Recommendations: Cavaliers belonging to the Order
Recommendations: Barbarians of all makes might of the Dragon or the Order of the Shield would be the
have reason to travel many miles away from Varisia, but most cohesive members of a tight-knit band traveling
those with the Mounted Fury archetype will have an northward, and their powers to aid allies in combat would
easier time making the long voyage over mountains by be a valuable asset in the frigid and dangerous regions
horseback. Barbarians who make use of the Invulnerable of the north. Suggested skills include Bluff, Diplomacy,
Rager archetype and select invulnerability to cold climate Ride, and Sense Motive.
effects for their Extreme Endurance ability will best
withstand the harsh chill of the north. Suggested skills Clerics
include Climb, Perception, and Survival. Traveling clerics are already quite common among the
Inner Sea region, and their presence is often considered
Bards a must by caravans who hope to live long enough to make
Bards seeking to regale audiences and capture their hearts it to their destinations. Varisian clerics tend to worship
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(or purses) with tales of epic journeys need look no further Desna, while natives of the Lands of the Linnorm Kings
than a caravan voyage throughout and beyond the lands gravitate toward Gorum. Clerics of these deities, as
of Varisia. While Varisian culture is rich, its familiarity well as those of other gods that seek to do good while
often gives rise to wanderlust in bards, who are welcome maintaining the inherent balance of nature, will f ind
among caravan parties for their ability to boost morale their skills of utmost importance among a caravan. The
and inspire courage during difficult times. Cunning perils of foreign poisons and ailments prove a constant
Varisian bards who have overstayed their welcome in cities threat to travelers, making clerics’ divine healing powers
such as Riddleport and Magnimar may seek refuge in the a valuable asset.
distant lands to the north or even farther, and tribal bards Recommendations: Clerics of all domains will be useful
hailing from hillier regions such as the Kodar Mountains to the party, but certain specializations will likely be
and Storval Plateau are often privy to tales of the lands more useful than others, particularly those with healing
to the north, stoking their curiosity. Many other bards and protective powers, or those who do combat against
are motivated to take on long journeys by their desire to evil forces such as outsiders. Strong domain choices
enlarge their repertoires and win renown. include the Good, Protective, and Travel domains, and
Recommendations: Bards’ skill sets will prove useful useful subdomains include Exploration and Revolution.
in much of this Adventure Path, but certain abilities may Suggested skills include Heal, Knowledge (nobility), and
aid bards during their journey more than others. While Sense Motive.
part of this Adventure Path involves a long overland
journey, bards will still have numerous opportunities to Druids
interact with various and diverse elements of societies Most druids take to traveling easily, as they already exist
and cultures. Suggested skills include Acrobatics, Bluff, on the outskirts of society. While the wilder areas of
Linguistics, Stealth, and Use Magic Device. Varisia may entertain appreciators of nature for a time,
the prospect of even stronger forces of nature often drives
Cavaliers druids to travel. Caravans are usually composed of those
Honorable and dedicated cavaliers might have any with an affinity for the more natural ways of life, and
number of reasons to join a caravan’s expedition, and druids tend to get along with these nomadic types who
their dedication to their group of fellow adventurers have chosen to shun civilization for a variety of reasons.
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Gunslingers
Ninja and Samurai Daring and foolhardy gunslingers of the Inner Sea region
While players will be delving into the enchanting and often welcome the challenge of traveling in an entirely
foreign lands of Tian Xia in this Adventure Path, this does foreign environment, and traveling in a caravan with a
not mean you can’t start the game as a ninja or a samurai. crew of close companions is as much a guarantee of this as
Just as the Kaijitsu family traveled from distant Tian Xia anything. Gunslingers find a life of travel to their liking
to Avistan, your family could have made the long journey when looking for bold and daring ways to take down
as well, bringing with it some of that land’s ancient dangerous foes.
traditions. Of course, you need not even be from Tian Xia Recommendations: Gunslingers of all calibers will do
to be a ninja or a samurai—these classes and traditions, well in this Adventure Path, and their prowess with both
while rare in the Inner Sea region, are far from unknown. short- and long-range firearms will come in handy during
If you want to start the Jade Regent Adventure Path as combat as well as roleplaying. Suggested skills include
a ninja or a samurai (or for that matter, a geisha bard, a Acrobatics, Knowledge (local), Perception, and Survival.
martial artist, or any other on-theme option presented in SPECIAL NOTE: Since f irearms do not play a role in
Ultimate Combat, Ultimate Magic, or any other Pathfinder this Adventure Path at all, you should talk with your GM
rulebook), work with your GM to determine the details of about playing a gunslinger before making this choice—
how your character came to join this class. the lack of support for f irearms as readily available
treasure might make this class much less attractive if your
GM doesn’t adjust the Adventure Path to compensate.
druids who seek to reprimand such foes. because they possess skills that prove extremely useful
Recommendations: Druids of all types will fare well when encountering those who would seek to dismantle a
in this Adventure Path, and those with the Arctic or caravan. The steadfast and morale-boosting resolve of a
Mountain archetypes will f ind their talents particularly sure-minded inquisitor is a valuable asset to a party that
suited to travel. Since a portion of this Adventure Path is often hard-pressed to cooperate, especially in times
involves a long journey through cold terrain, choosing when unrest is high.
animal companions that can adapt to cold weather with Recommendations: Inquisitors whose focus is on
ease is a good plan. Suggested skills include Knowledge maintaining the bonds of teamwork will be well received
(geography), Perception, and Survival. in a group of close-knit travelers such as a caravan.
While their zealous and sometimes downright paranoid
Fighters demeanors may not be as welcome during times of
Whether hired as caravan guards or mercenaries ordered dire strain among allies, inquisitors’ many talents
to protect traveling diplomats, f ighters are constantly will nonetheless prove useful in most circumstances.
traveling in and out of Varisia through its various trade Suggested skills include Diplomacy, Knowledge (nature),
routes. Self-motivated warriors may simply seek their and Survival.
fortune in the distant and magical lands beyond, where
countless treasures and riches wait to be found in the Magi
untamed depths of the wilds. Fighters from all regions, Varisia is often a proving ground for wandering magi
including deserters of frost-ridden Irrisen as well as seeking to practice both the art of magic and melee,
roving mercenaries of the Lands of the Linnorm Kings but their training often requires constant movement
or Varisia, can f ind reason to leave the comforts of home and change of pace, and the trail to a distant land offers
behind and pursue the life of a vagabond. plenty of both. While most magi hail from more easterly
Recommendations: Any breed of f ighter will have his regions, the fortune-tellers and traveling magic-wielders
hands full, but should fare well in this Adventure Path. of Varisia nonetheless tempt nomadic magi, who will stop
Strong choices for archetypes include Free Hand Fighter in numerous cities of the region in order to glean what
and Savage Warrior, and suggested skills include Handle useful lore and techniques they can from the locals before
Animal, Intimidate, and Survival. moving on once again. The lure of lands rife with entirely
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Oracles
Oracles, ever in tune with a mysterious “other” that most
can hardly fathom, sometimes hear the call to travel
which they can only heed obediently. In Varisia, where
fortune-tellers and harrowers are not only accepted but
embraced by believers, oracles are also accepted with
open arms, their talents in reading messages of a divine
nature a boon to many travelers. Varisia is ever the home
to the wayward or misunderstood magic-user, including
many oracles. Most such oracles hail from the barbaric
areas of the Storval Plateau and Kodar Mountains. Many
more oracles hail from the Hold of Belkzen, where they
sometimes act as enslaved humanoid shamans to tribes
of orcs. While traveling across the world may not appeal
to many oracles for its own sake, the prospect of hidden
knowledge and untapped sources of power in a foreign
realm are powerful draws.
Recommendations: Oracles of all types will be useful
in this Adventure Path, but those with certain curses,
such as clouded vision and haunted, will have an easier
time dealing with their hindrances. All mysteries are
good choices, but common ones include Battle, Nature,
or Wind. Suggested skills include Heal, Sense Motive,
and Spellcraft. Shalelu Andosana
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during the long journey. Those who seek to right wrongs Sorcerers
and honor ancestors will also fit well with this Adventure A relatively high proportion of the natives of Varisia
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Path. A paladin should be prepared to stand on his own and its neighboring nations possess the innate arcane
two feet in the middle of wastelands void of churches, abilities that classify them as sorcerers, and many
however. Suggested skills include Diplomacy, Knowledge might thus seek a change of pace from a land that has
(nobility), and Sense Motive. grown used to their wondrous powers. Some sorcerers—
especially those hailing from settlements near Galduria,
Rangers where the Twilight Academy focuses on the talents and
For those who heed the call of nature and wish to explore teachings of more scholarly magic-users such as wizards
it, joining a caravan of traveling adventurers is a logical and alchemists—f ind the idea of remaining still stif ling,
decision, and the frostbitten lands to the north are and thus take extremely well to the prospect of traveling
considered the ultimate challenge by diehard rangers. to faraway lands. Caravans always welcome the useful
Rangers from all over Avistan can appreciate the tundra powers of sorcerers, whose talents make them suitable for
and the unique challenges it presents both to travelers any number of job positions within the caravan.
passing through and to those trying to make their way Recommendations: Any sorcerer would be a boon to an
living in it. Those from the Lands of the Linnorm Kings adventuring party making a long trek in a caravan, and
and neighboring Irrisen understand the trials implicit certain archetypes that might be more inclined to make
in venturing through the unforgiving wilds, and make the journey include boreal and starsoul; skills that would
excellent guides for traveling caravans going through be most benef icial to hone include Knowledge (arcana)
dangerous mountain passes. Sharp-eyed rangers are and Spellcraft.
also often hired as scouts to inform the caravan leader of
threats such as foreign monsters and hazardous terrain Summoners
up ahead. Summoners are less common in the battle-fueled tribes
Recommendations: Excellent favored enemy choices of the north, but their presence is a known and somewhat
for rangers playing in the Jade Regent Adventure Path feared one. They are often compelled to travel thanks to
include animal, humanoid (human), outsider (evil), the ill reputation surrounding them, and they are used
outsider (native), and undead. For favored terrains, to being pushed out of societies and onto the road. The
good choices include cold, forest, mountain, and urban. presence of a summoner and his eidolon within a caravan
Suitable archetypes include guide, shapeshifter, and can be benef icial to morale and helpful with the various
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mammalian familiars such as foxes and wolves will to create a detailed and interesting history for their
f it in best, while patrons such as Animals, Endurance, characters. You have a certain amount of leeway in
or Wisdom may grant a witch a particular edge during adjusting a campaign trait’s expected backstory once
travel. Suggested skills include Heal, Knowledge (nature), you’ve selected the trait that’s right for you; just be sure
and Spellcraft. to get your GM’s approval before you play a character with
a modif ied history.
Wizards All of the following traits revolve around ways
The ever-studious and often hermetic wizards of Varisia characters may know one of the four primary NPCs of the
don’t usually travel far from their academies—such as Jade Regent Adventure Path—Ameiko Kaijitsu (owner of
the illustrious Twilight Academy in Galduria—but with a popular local tavern and one of the town’s aristocrats),
the right amount of coaxing or promises of even more Shalelu Andosana (a warden of the wilderness around
knowledge and potent magical items to be gained on the town and a talented hunter), Koya Mvashti (a mysterious
other side of the world, a few might be persuaded to make fortune-teller), and Sandru Vhiski (owner of a caravan
the journey. Ever in search of more knowledge that will and younger brother of one of the town’s more notorious
help them unlock powers scarcely yet realized, wizards scoundrels). You can take a look at these traits to get
have many reasons to join a caravan of diverse individuals a general, spoiler-free idea of the types of foes and
to trek to foreign realms. challenges your character might encounter over the course
Recommendations: Wizards, with their spells, scrolls, of the Adventure Path. Knowing that there are going to
and various useful abilities, make a great addition to be elements of Asian fantasy, cold-weather environments,
a traveling party such as the one established in this caravan travel, conf licts with supernatural foes, politics,
Adventure Path, and they will have no trouble f itting and the like should help you build a character that f its
in with an eclectic group of travelers and putting their more organically into the campaign you’re about to join.
diverse skills to use. All schools of magic will work with In addition to selecting a campaign trait, you’ll need
equal effectiveness, though Abjuration and Enchantment to pick which of the four NPCs your campaign trait ties
are popular choices among those who don’t wish to be you to. Descriptions of these four NPCs, along with brief
universalists. Some suggested skills are Knowledge explanations of their roles in the town of Sandpoint,
(geography), Linguistics, and Spellcraft. appear below.
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Ameiko Kaijitsu (female human bard) Koya Mvashti (old female human
Ameiko is a beautiful but somewhat irreverent woman cleric of Desna)
of Tian descent who runs Sandpoint’s Rusty Dragon Until she passed away from natural causes just a few
tavern and happens to be a member of one of Sandpoint’s months ago, Madame Niska Mvashti was the oldest person
founding families. Her parents and older siblings have in Sandpoint. No one quite knows exactly how old the
met unfortunate ends over the past several years, leaving Varisian seer actually was when she died (she was already
the young woman as the sole remaining Kaijitsu in town. old when Sandpoint was founded over 40 years ago)—but
Ameiko may be among the town’s nobility, but she’s never the fact that her only daughter Koya is herself an old
really cared for the aristocracy—she’s always had an woman is a telling fact. Koya has spent a fair amount
urge to explore, and loves hearing stories of adventures of her life traveling Varisia with a number of caravans,
and daring deeds. She even spent a year or so as an serving as a healer when she was younger and
adventurer herself, along with her friend Sandru more recently as a fortune-teller. For the
Vhiski. Her short adventuring career earned her past several years, she’s been traveling
enough money to buy the Rusty Dragon outright, with her adopted son Sandru Vhiski on a
and she now serves as its sole proprietor in her regular caravan route that travels between
“retirement.” You get the feeling, though, Riddleport, Magnimar, and Korvosa two or
that abandoning the adventuring life three times a year. The caravan spends most of
wasn’t entirely her choice—certainly she its time relatively close to Sandpoint, though,
doesn’t talk much about what happened and that has suited Koya f ine, since it gave her
on her last adventure, or what more time to care for her aged mother.
happened to the others in her Since old Niska’s death, however, Koya’s initial
group. And although she has a lot mourning has transitioned into a sort of
of friends and admirers in town, morose melancholy. A life-long worshiper of
Ameiko has never accepted anyone Desna, she has come to realize that while
as anything more than a friend; she has traveled extensively
she dodges personal questions and through the Varisian lowlands,
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Sandru Vhiski (male human rogue) Shalelu Andosana (female elf ranger)
Only a few years from middle age, Sandru Vhiski is a Although Shalelu Andosana is something of a mystery
charming man, handsome and irreverent in precisely to the residents of Sandpoint, she’s certainly one of the
the ways that could have made him a highly successful town’s most admired defenders. She doesn’t actually live
Sczarni con artist, even before one takes into account in town, but she sometimes spends the night at the Rusty
in the fact that his older brother, Jubrayl, is said to be Dragon free of charge, thanks to her long friendship
the local Sczarni leader in Sandpoint. The death of with Ameiko Kaijitsu. Everyone in town knows that
their parents during a violent storm, while tragic, was Shalelu is something of a loner and prefers to spend her
ironically just the thing to save Sandru from life as a time wandering in and exploring the wilderness around
Sczarni, for while Jubrayl was old enough at the point to Sandpoint. She periodically vanishes from the region for
strike out on his own (and thus fell in completely with weeks or even months at a time to visit friends elsewhere
the Sczarni), Sandru was still a young child. His care in Varisia (particularly, it’s said, near Hook Mountain
fell to Koya Mvashti, a family friend and practically or up north near the elven village of Crying Leaf ),
an aunt to the young Sandru. Under her guidance but she never fails to return to Sandpoint. No one
and support, Sandru managed to avoid falling quite understands why she keeps coming
in with the Sczarni, and when he grew of age, he back. When asked why, she merely says,
instead sought employment as a caravan guard. “Someone’s got to keep an eye on you
For several years, Sandru avoided returning all.” Her timely reports of goblin
to Sandpoint, but after he lost his job activity have helped save folk from
in the caravan business, he joined ambushes or warned the militia
up with a group of adventurers of possible attacks on the town
eager to explore the Mushfens, or the surrounding farmlands
Churlwood, and the Fogscar numerous times. Yet in recent
Mountains. As fate would days, Sheriff Hemlock has
have it, another former begun taking a more active
resident of Sandpoint, role in patrolling the
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Traits player are looking for, go for it! In addition, you gain a +1
Each of the following traits lists one to four of the trait bonus on all attack rolls against foes that threaten
signif icant NPCs presented above. When you pick your your crush. NPC Choices: Ameiko, Sandru, Shalelu.
Campaign trait, you also need to pick which of the Foster Child: Koya Mvashti might be old enough
associated NPCs your trait links you to. to be your grandmother, but to you, she’s always been
Best Friend: You are best friends with one of the NPCs; your mom. Ever since your parents passed away, Koya’s
you’ve grown up together, and while your friend has been taking care of you as if she were your mother. You
had a much more exciting life than you so far, you hope never really f igured out why Koya took you into her care,
one day to follow in your friend’s footsteps and see the but you do know she’s done this before—most recently
world—or perhaps even become an adventurer yourself. with Sandru Vhiski, whom you think of as your brother.
You’ve picked up a lot from your friend, but particularly Growing up, Koya made sure that you had the best
his or her skill in interacting with others. If Ameiko is education possible, particularly in one particular topic.
your best friend, you gain a +2 trait bonus on Diplomacy Choose any Knowledge skill—you gain a +2 bonus on
checks. If Sandru is your best friend, you gain a +2 trait skill checks with that Knowledge skill, and it becomes a
bonus on Bluff checks. Whichever skill you gain a trait class skill for you. In addition, you gain a +1 trait bonus
bonus on, that skill is always considered a class skill for on all attack rolls against foes that threaten your adoptive
you. In addition, in situations where your best friend is mother. NPC Choices: Koya.
in danger, you gain a +1 trait bonus on all attack rolls Friend of the Family: Your family has been close friends
against foes that threaten your friend. NPC Choices: with the Mvashtis for as long as you’ve been alive. Old
Ameiko, Sandru. Niska Mvashti’s recent death wasn’t all that unexpected—
Caravan Guard: You recently hired on to Sandru’s she must have been over a hundred years old, as far as
caravan to serve as a guard, but the job, while it paid well, you know—but it was a sobering moment nonetheless.
gave you little chance to scratch the adventuring itch, since What no one else in your family knows, though, is that
the caravan never really ventured into dangerous territory. in the weeks before her death, Niska must have known
You understand why Sandru avoided the more dangerous that her days were numbered, because she called you to
routes, of course, but that didn’t help assuage your urge her house one day and made you make a promise: If her
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to seek adventure. You’ve just told Sandru that you’re daughter Koya ever went on a long trip, you would go with
quitting the job in order to try your hand at adventuring— her to ensure her safety. Although the chances of Koya
he seemed to understand, and even gave you some good going on a long trip seem remote (she must be at least
tips on how best to survive potential challenges. You gain 60 years old, after all), you’ve made a promise to Niska to
a +1 trait bonus on Survival checks, and Survival becomes accompany her daughter if such an event comes to pass.
a class skill for you. NPC Choices: Sandru. Ever since you made this promise, you’ve felt a strange
Childhood Crush: You’ve never had the guts to act on it, sense of destiny looming in your future—you might even
but for as long as you can remember, you’ve had a crush think that Niska is now watching over your shoulder, just
on one of the NPCs. Someday, maybe you’ll be able to earn as she asked you to watch over her daughter. As a result of
the NPC’s love, but for now, you’re content to spend time this eerie sense of being watched over, you’ve been able to
in the NPC’s proximity, or even to do things for the NPC react to dangerous situations more quickly than ever. As
that might earn you a word of thanks or a smile. Once per long as Koya remains alive, you gain a +1 trait bonus on
day, you may attempt to earn a kind word or a smile from Perception checks, and Perception becomes a class skill
the NPC whom you have a crush on by making a DC 15 for you. In addition, you gain a +1 trait bonus on all attack
Charisma check. If you’re successful, the elation and joy rolls against foes that threaten Koya. NPC Choices: Koya.
at the attention gives you a +1 trait bonus on all saving Hero Worship: Everyone in town seems to admire
throws for the remainder of the day. If you’re ever lucky Ameiko and Shalelu—they’re heroes, after all, and played
enough to win the NPC’s love, this +1 trait bonus on saving key roles in the recent troubles that plagued Sandpoint.
throws applies at all times, as long as your relationship You, though, take this admiration to a new level—you
remains active. Note that gender isn’t an issue in the case practically worship one of these two. This could be
of these three NPCs. Unless your GM says otherwise, all because you saw one of them perform a particularly
three of these NPCs are considered to be bisexual as far impressive act of bravery at some point in the past, or
as this trait’s implications are concerned. Note that if maybe they just happened to give you the exact right
you take this trait, you’ll likely want to coordinate NPC words of encouragement or a kind gift at some point a
choices with any other player who chooses this trait as few years ago when you were young and impressionable.
well, since choosing the same NPC could cause unwanted In any case, you’ve done your best to emulate your hero’s
party strife. Of course… if that’s what you and the other talents at spellcasting or combat. If your hero is Ameiko,
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of a mystery to most of Sandpoint’s citizens, Shalelu has you gain a +1 trait bonus on all attack rolls against foes
never really seemed all that mysterious to you. Of course, that threaten your older sibling. NPC Choices: Ameiko,
that’s probably because she helped raise you. You have Sandru, Shalelu.
never quite f igured out why Shalelu decided to treat you
as a younger sibling, but you certainly appreciated it— Building Relationships
and you eagerly absorbed all of the survivalist tricks that As the Jade Regent Adventure Path progresses, you can
she showed you over the years. As a result, you gain a +2 build relationships with all four of the NPCs mentioned in
trait bonus on all Survival checks, and Survival is a class this document—Ameiko Kaijitsu, Koya Mvashti, Sandru
skill for you. In addition, you gain a +1 trait bonus on all Vhiski, and Shalelu Andosana (and with additional NPCs
attack rolls against foes that threaten your mentor. NPC you’ll meet later on, during the course of the campaign).
Choices: Shalelu. Building a relationship between your PC and one of these
Younger Sibling: You’ve lived your whole life in the NPCs can eventually grant you unique advantages and
shadow of your older sibling, a person who seems to boons—whether your relationship is of a confrontational
have the adventure-f illed lifestyle you’ve always wanted or friendly nature.
for yourself. While your sibling always took care of A relationship with an NPC can be friendly or
you, he or she never supported your desire to become competitive—you get to choose which kind you wish to
an adventurer—your sibling never explained why, only pursue. Some in-game events can spontaneously change
saying, “Adventuring can cause a lot of pain just as a relationship from friendly to competitive, or vice
easily as it can bring success and riches.” As a younger versa—if you want to deliberately change a relationship
sibling to one of Sandpoint’s more inf luential citizens, from friendly to competitive on your own, you can do so
you share some of that NPC’s innate talent and skill at by reducing your Relationship Score by half.
adventuring. If you’re Ameiko’s younger sibling, your When you f irst meet a signif icant NPC, the GM will
ferocious independence and self-conf idence give you a inform you that you can build a relationship with that
+1 trait bonus on Will saving throws. If you’re Sandru’s NPC. If you’re interested in building a relationship with
younger sibling, your hearty constitution gives you a that NPC, record the NPC’s name on your character sheet,
+1 trait bonus on all Fortitude saving throws. If you’re followed by the current Relationship Score you have with
Shalelu’s younger sibling, your quick ref lexes give you a that NPC, and whether your relationship is friendly
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signif icant NPC is equal to your Charisma modif ier (this 5) Special Events: Certain events in the Jade Regent
can be a negative number), but you will have the chance to Adventure Path can alter your Relationship Score
increase that score as the campaign progresses. with some NPCs—the GM will inform you of these
adjustments if and when they occur.
Improving Relationships
You can increase your Relationship Score with an NPC in Relationship Levels
the following f ive ways. As your Relationship Scores with NPCs increase, your
1) Charisma: Since your base Relationship Score with Relationship Level with an NPC increases as well, as
any NPC is equal to your Charisma modif ier, when listed below.
your Charisma score changes permanently, your total
Relationship Score with NPCs changes as appropriate. R elationships
Short-term changes, such as from ability damage, ability Relationship Score Relationship Level
drain, or bonuses from spells like eagle’s splendor, do not 5 or less Association
alter Relationship Scores. 6–11 Friendship/Competition
2) Campaign Trait: You gain a one-time +4 bonus to 12–30 Fellowship/Rivalry
your Relationship Score with the NPC associated with 31 or more Devotion/Enmity
your Campaign Trait. Association: You and the NPC know each other, but not
3) Companionship: Every time you gain an experience well enough to have formed a signif icant opinion about
level, you may increase your Relationship Score with one each other.
signif icant NPC still active in the campaign by 1 point. Friendship/Competition: You are a good friend or
4) Gifts and Insults: A special gift can increase a known competitor of the NPC. The f irst time you reach
friendly Relationship Score with an NPC, while a perfectly this Relationship Level with an NPC, you gain 400 XP.
crafted insult can increase a competitive Relationship Whenever you gain this Relationship Level with another
Score. Gifts and insults can’t be just anything—each NPC for the f irst time, you gain 200 XP.
signif icant NPC has three categories of gifts and three Fellowship/Rivalry: You have strong ties to the NPC,
categories of insults that work particularly well with either through deep mutual respect and admiration or
that NPC. You’ll need to learn what most of these are by through a strong sense of competition and conf lict. As
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long as the other NPC is alive, you gain a +1 morale bonus opportunities, complications, or even dangers during the
on all Charisma-based skill checks. The f irst time you course of an adventure, usually at the GM’s discretion.
reach this Relationship Level with an NPC, you gain The exact detail to which the romance is played out at
1,200 XP. Whenever you gain this Relationship Level with the table should be determined by the comfort level of
another NPC for the f irst time, you gain 600 XP. your group—the GM should make sure he understands
Devotion/Enmity: You and the NPC are devoted to what this comfort level is before proceeding with this
each another, or are actively opposed to one another. type of addition to the campaign. Unless the GM rules
If you reach this Relationship Level with the NPC otherwise, an NPC can only be involved in a romance
associated with your Campaign Trait, the trait bonus with one PC at a time.
granted to you from your Campaign Trait doubles.
The f irst time you reach this Relationship Level with
an NPC, you gain 3,200 XP. Whenever you gain this
Relationship Level with another NPC for the f irst time,
you gain 1,600 XP. In addition, your relationship with
the NPC is strong enough to grand you a boon, whether
your relationship is friendly or competitive. The nature
of this boon differs for each NPC—your GM will inform
you what kind of boon you earn at this stage. The effects
of this boon last for as long as the NPC is alive and active
in the campaign.
You cannot gain XP bonuses from an individual NPC
more than once (such as if you decrease your Relationship
Level with an NPC and bring it back up).
Romances
Not all gaming groups are comfortable with the concept
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Caravans
E
arly in the Jade Regent Adventure Path, your be purchased by you or by using the caravan’s trade funds
adventuring group will find themselves joining (see below).
up with Sandru Vhiski’s caravan to make a long
overland journey. While the adventures themselves focus Caravan Statistics
on the encounters and ordeals your characters are at the Just as each character has her own statistics, so does your
heart of, you’ll need Sandru’s caravan to make the long party’s caravan. The end of this document presents a
journey safe and sound. blank Caravan Sheet you can use to track your caravan’s
You won’t start out traveling with Sandru’s caravan in successes, failures, and growth as the Jade Regent
the beginning of the Jade Regent Adventure Path, but it Adventure Path proceeds. Descriptions of all caravan
won’t be long into the f irst adventure before that changes. statistics follow. See page 28 for a blank caravan sheet.
Initially, Sandru’s caravan is relatively small, since the Use the following notes to f ill in a caravan’s initial values.
caravan master has fallen on some hard times, but it’ll Name: This is the caravan’s name. While the Jade
be big enough for him, your whole party, and three Regent Adventure Path itself refers to the caravan as
other important friends who are destined to accompany “Sandru’s caravan,” its actual name can be decided by the
you on your journey—Ameiko, Koya, and Shalelu—as player characters.
well as for several other passengers. As the campaign Level: When you f irst gain access to Sandru’s caravan,
unfolds, however, you’ll have many opportunities to it’s a 1st-level caravan. The caravan’s level increases as
make improvements to Sandru’s caravan so that it can you travel with it. Each time a caravan’s level increases,
handle what destiny has in store for you all. Some of these it gains a new caravan feat that helps to increase its
opportunities will come in the form of discoveries and statistics. A caravan’s level can never exceed the level of
new allies that you recruit along the way, while others can its highest-level full-time PC traveler.
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Armor Class: 10 + Defense + bonuses granted by travelers, Consumption: This value indicates the amount of
equipment, feats, wagons, and other sources provisions that your caravan consumes every day. Your
Security check: 1d20 + Mobility + bonuses granted by caravan’s consumption equals the total number of
travelers, equipment, feats, wagons, and other sources travelers in your caravan plus the total of all the wagons’
Resolve check: 1d20 + Morale + bonuses granted by consumption values, modif ied further by any appropriate
travelers, equipment, feats, wagons, and other sources bonuses or penalties.
In addition to the four primary statistics and four Wagons: Your caravan starts with three wagons and
derived statistics, an independent statistic exists: Unrest. initially has enough room in it for f ive total. Each wagon
This statistic is detailed in the Unrest and Mutiny section must have a driver, and a driver must be a traveler in
on page 25. your caravan—while f illing the role of driver, that NPC
Speed: This value is the caravan’s base speed when cannot f ill any other role in the caravan.
traveling over open ground on a road. The base speed Feats: Feats grant your caravan bonuses to its derived
for all caravans is 32 miles per day—this speed can be statistics or to its traveler or cargo capacity, as well as
increased by horse trains, the Faster caravan feat, and by other benef its. A caravan starts with one feat, and gains
enhanced undercarriages. an additional feat at every level.
Hit Points: A caravan’s number of hit points indicates Travelers: Travelers are all creatures who belong to
how much damage it can withstand and still remain the caravan with the exception of any draft animals used
mobile. A caravan reduced to 0 hit points becomes to pull the wagons. Player characters, NPCs, animal
immobile—further damage that is inf licted on a caravan companions, mounts, and cohorts are all considered
at this point hurts its travelers instead. A caravan’s travelers for this purpose. Familiars are covered by their
hit points are equal to the sum total of the hit points master as far as traveler count is concerned. Every traveler
possessed by its wagons, modif ied further by any (save for passengers) provides a benef it to a caravan in
appropriate modif iers. some way. Use this space on the caravan sheet to list the
Traveler and Cargo Capacity: These values indicate names of all travelers, their roles in the caravan, and
the maximum number of travelers and cargo units your any bonuses that they may provide to the caravan. Use
caravan can carry. If either of these values is exceeded the box in the upper corner to list the total number of
by your total number of travelers or cargo units, your travelers in the caravan.
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Wagon Statistics
Caravans M ap Pack Each wagon in a caravan serves a specif ic purpose that
The caravan maps presented in this section come from helps to bolster the caravan’s statistics—and thus its
Paizo Publishing’s Map Pack: Caravans, available at paizo. chances of success at reaching its eventual destination.
com or at finer game stores near you. With this map Each type of wagon is presented in the same format,
pack, you can build your caravan along with its cost in gp, its hit points, its traveler and
on the game table by picking and cargo capacity, its consumption, and any special benef its
choosing map tiles to match your it conveys to caravans. When you buy a new wagon by
choices. Keep track of who’s spending its cost in gp (this cost includes the horses
riding in what caravan by placing needed to pull the wagon), add its hit points and capacity
minis or tokens on the tiles to totals to your caravan’s total hit points and cargo and
represent characters. You can traveler capacities.
even note directly on cards Although you can add many wagons to a caravan, there
(use sticky notes if you don’t are limits to how many wagons of each type a caravan can
want to write on the card effectively maintain. This limit varies by wagon type, and
itself ) which wagons have is listed in each entry. Wagons in excess of this limit in
enhancements like mounted a caravan do not grant additional Special Benef its. For
weapons or the like! example, if you add a third armored wagon to a caravan,
it does not increase the caravan’s AC by an additional +3
since the caravan is already at the armored wagon’s limit
Cargo: Use this area to list any cargo and equipment of 2.
the caravan is carrying. All cargo takes up a certain Finally, each wagon has a consumption value—this
amount of space—see the section on cargo under Caravan equates to the number of horses needed to pull the wagon,
Equipment for details on how many units of space various and increases the caravan’s overall consumption score by
pieces of cargo and equipment take up. the listed amount.
A caravan can have up to 5 wagons in it at any one time.
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cooks beyond f ive provide no additional benef it. caravan. Fortune-tellers are traditionally elderly women,
Each time you take the Expert Travelers feat for your although this isn’t always the case. A Varisian caravan
caravan, increase the limit on the number of cooks by without a fortune-teller takes a –2 penalty on all Attack,
+1. Requirement: Any character with at least one rank in Security, and Resolve checks. Once per week, a fortune-
Profession (baker, brewer, cook, fisherman, gardener, innkeeper, teller can give advice on how best to handle the coming
or tavern keeper) can serve as a cook. week’s perils. In addition, once per week after the
Driver: A driver is required for every wagon in the fortune-teller has given this advice, when the caravan has
caravan—a wagon without a driver cannot move. Drivers to make an Attack, Security, or Resolve check, you may
provide no additional benef it to a caravan. Requirement: roll twice and take the better result. Requirement: Any
Any character with at least one rank in Handle Animal or PC or NPC capable of casting divination spells can serve as
Profession (driver) can serve as a driver. a fortune-teller.
Entertainer: An entertainer keeps the rest of the Guard: A guard helps to defend a caravan against
travelers distracted and amused during the journey, and aggressors. Each guard in a caravan grants a +1
grants a +1 circumstance bonus on the caravan’s Resolve circumstance bonus to the caravan’s Offense score, and a
checks. Requirement: Any character with at least one rank in +1 circumstance bonus on Security checks made to avoid
Perform can serve as an entertainer. being surprised (such as in an ambush or in an attack that
Fortune-teller: Fortune-tellers play a unique role in a takes place while the caravan is camped). Requirement:
Varisian caravan like Sandru’s—they serve as advisors, Any character with a base attack bonus of at least +1 can serve
inspirations, and proxy mothers to everyone in the as a guard.
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the Jade Regent Adventure Path—your GM will inform settlement. Requirement: Any character with at least one
you when such opportunities arise. Requirement: Any rank in Bluff, Diplomacy, or Profession (merchant) can serve
character can serve as a passenger. as a trader.
Scout: A scout spends her days traveling not with the Wainwright: A wainwright is required for f ield repairs
caravan but in the surrounding wilderness, looking out to a caravan. So long as the caravans spending the day
for possible trouble on the route ahead and seeking out without moving, a wainwright can make a special Security
stores in the form of water and game. A scout can provide check by spending 1 cargo unit of repair materials. This
2 units of provisions in a day’s work if she focuses on check repairs an amount of hit points to the caravan equal
hunting for the day, or a +1 circumstance bonus on the to the result of the Security check. Up to f ive wainwrights
caravan’s Security checks if she focuses on scouting for may attempt these Security checks (spending 1 cargo unit
the day. Scouts provide their own food, and do not count per check) each time a caravan spends a day not moving.
against the caravan’s total consumption. A caravan can Requirement: Any character with at least one rank in Craft
have up to three scouts working for it at any one time. (carpentry) or Profession (engineer or wainwright) can serve as
Requirement: Any character with at least one rank in Survival a wainwright.
can serve as a scout.
Spellcaster: Spellcasters are versatile characters who Caravan Equipment
can f ill one of several job roles in a caravan, choosing from Not only can caravans be used to transport large
entertainer, guard, guide, healer, or scout, regardless amounts of gear (including treasure the PCs may have
of whether they meet the job’s requirement. Bonuses found in the course of play), but some equipment can
granted by spellcasters stack with those granted by any actually enhance a caravan’s statistics, making it easier
other job, but as with all jobs, any spellcasters in excess of to defend or repair or enhancing its speed. Both types of
f ive do not provide additional bonuses. Requirement: Any equipment are detailed below.
PC or NPC capable of casting spells can serve as a spellcaster. Each of these items takes up a certain number of cargo
Spellcasters must be recruited during the course of the adventure; units, as indicated.
they cannot simply be hired. Ballista: The only siege weapon capable of being
Trader: A trader enables a caravan to conduct business mounted and used from a caravan, a ballista grants a +1
transactions whenever the caravan is stationed at a bonus on a caravan’s Attack checks.
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Bag of Holding (type I): 1 cargo unit treasure is sold off so that the prof it can be split among
Bag of Holding (type II): 2 cargo units the PCs. As a general rule, 50 pounds of treasure takes up
Bag of Holding (type III): 3 cargo units 1 cargo unit, although in some cases, treasure might take
Bag of Holding (type IV): 4 cargo units up even more room at the GM’s discretion.
Portable Hole: 5 cargo units Wagon Reinforcements: These additional wooden
struts, metal plates, and extra supports use up some of
a wagon’s cargo space, but in return they increase that
Campsite Traps: This collection of portable traps wagon’s hit points (and thus the caravan’s overall hit
consists of items such as bear traps, noisemakers, points) by +10.
tripline-activated light crossbows, and the like. Setting
up campsite traps around a caravan grants a +4 bonus Caravan Feats
on Security checks made to avoid being surprised if a A caravan has a number of feats equal to its level. When
caravan combat occurs while the caravan is camped, and you f irst gain access to Sandru’s caravan, you as a party
grants a +4 bonus on Attack checks during the f irst round may pick the caravan’s f irst feat from the list below—
of combat that takes place while camped. provided that the caravan qualif ies for the feat, of course!
Cold-Weather Gear: Cold-weather gear consists of furs
and various tools that aid in de-icing caravans, helping Caravan Toughness
them move through snow, and otherwise providing Your caravan is better built than most.
comfort to their travelers. A caravan that is equipped with Prerequisite: Defense 3.
cold-weather gear does not take any additional penalties Benefit: One of your wagons gains 20 hit points. This
on Security and Resolve checks when traveling through benef it increases your caravan’s total hit points as well. If
extremely frigid environments. that wagon is destroyed, you lose access to this feat until
Enhanced Undercarriage: These improvements consist the wagon is repaired or replaced with another wagon of
of a combination of reinforced wheels, masterfully- the same type.
engineered axles, and other enhancements meant to Special: You can gain this feat a number of times equal
increase a wagon’s speed. As long as a caravan possesses to the maximum number of wagons that you can have in
one enhanced undercarriage for every wagon in the your caravan.
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Caravan Feats
Feat Prerequisites Benefits
Caravan Toughness Defense 3 Caravan gains 20 hp
Circle the Wagons Defense 3 +4 bonus to AC when wagons are circled
Courageous Crew Morale 3 +2 bonus on all Resolve checks against fear effects
Efficient Consumption — Consumption reduced by 2
Efficient Repairs Defense 3 +2 bonus on Security checks made to repair
Enhanced Caravan Caravan level 2 Increase two primary statistics by +1
Expert Travelers Morale 5 Increase maximum bonus granted by travelers by +1
Extra Wagons Mobility 3 Increase maximum number of wagons by 2
Faster Mobility 5 Caravan’s speed increases by 4 miles/day
First Strike Offense 3 +4 bonus on first Attack check and damage of an encounter
Increased Damage Offense 5 Increase caravan damage by 1d6
Lucky Caravan Fortune-teller’s wagon Caravan can reroll Attack, Security, or Resolve once per week
Merchant Mastery Morale 3 +5 bonus on Resolve checks made to trade
Reckless Tactics Offense 5 Lower AC in order to do more damage
Scavengers — Gather repair materials while traveling
Terrain Mastery — +2 bonus on all Security checks in chosen terrain
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Normal: A caravan can have up to f ive wagons in it at Benefit: At any point during caravan combat, you can
any one time. opt to decrease your caravan’s AC by –2 in order to gain
Special: You can gain this feat up to three times. Its a +2 bonus on Attack checks. Whenever you deal damage
effects stack. while using Reckless Tactics, you deal an additional 2
points of damage to your foe.
Faster
Your caravan is faster than most. Scavengers
Prerequisite: Mobility 5. Your travelers are adept at scavenging additional repair
Benefit: Your caravan’s speed increases by 4 miles per day. supplies in the wild.
Special: You can gain this feat up to three times. Its Benefit: Once per week, you can make a DC 15 Security
effects stack. check to gain 1 cargo unit of repair materials. You gain
an additional 1 cargo unit of repair materials for every 5
First Strike points by which you exceed this DC 15 check.
Your travelers are adept at really hurting an enemy on the
f irst round of caravan combat. Terrain Mastery
Prerequisite: Offense 3. Your caravan and its travelers are particularly adept at
Benefit: On the first Attack check of any caravan combat, navigating a specif ic kind of terrain.
you gain a +4 bonus on the Attack check. If you damage Benefit: Choose a specif ic type of terrain from the
your foe, you deal an additional 4 points of damage. list of rangers’ favored terrains (Core Rulebook 65). Your
caravan gains a +2 bonus on all Security checks made
Increased Damage while in that terrain.
Your caravan is particularly devastating in combat. Special: You can gain this feat multiple times. Each
Prerequisite: Offense 5. time, you must choose a different terrain type.
Benefit: The damage that your caravan deals to foes
increases by +1d6. Caravan Encounters
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Special: You can gain this feat up to three times. Its over the type and number of encounters your caravan is
effects stack. destined to have, you do need to know the rules for how to
play out these encounters when they occur.
Lucky Caravan
Your caravan is blessed with good luck. Travel
Prerequisite: Fortune-teller’s wagon. A caravan’s speed determines how many miles it can
Benefit: Once per week, you may roll twice when you travel in a day—the speed doesn’t really affect much
are called upon to make an Attack, Security, or Resolve on a tactical scale, since caravan combat utilizes very
check. Take the higher result of these two rolls as your simple rules to resolve conf licts. A caravan’s base speed
actual roll for the check. is 32 miles per day, but this can be increased by taking
Special: If your caravan loses its fortune-teller’s wagon, the Faster caravan feat, by purchasing horse trains, or by
you lose the benef its of this feat until the fortune-teller’s purchasing enhanced undercarriages for every wagon
wagon is repaired or replaced. in your caravan. This speed assumes travel on a road
over clear terrain—use Table 7–8 on page 172 of the Core
Merchant Mastery Rulebook to adjust the number of miles you can cover in a
Your travelers are particularly skilled at making money day if you drift into other types of terrain.
through trade. A day of travel for a caravan assumes 12 hours of travel
Prerequisite: Morale 3. and 12 hours of rest. Caravans typically travel during
Benefit: You gain a +5 bonus on all special Resolve daylight hours—if they travel after dark, their speed is
checks made to trade goods. halved. A caravan that pushes itself to travel more than
Special: You can gain this feat up to three times. Its 12 hours in a day becomes fatigued, taking a –2 penalty
effects stack. on all rolls, and halves its base speed. Every hour that
a caravan continues to push beyond the 12 hour mark,
Reckless Tactics it must make a DC 15 Security check to avoid becoming
You can order your caravan’s travelers to throw caution to exhausted—the DC of this check increases by +1 with
the wind in the hope of dealing more damage. each successive check. An exhausted caravan takes a –6
Prerequisite: Offense 5. penalty on all rolls and cannot move at all. A full 12 hours
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of rest is enough to make an exhausted caravan fatigued, travelers are unavoidable. As unrest grows, members of
and to make a fatigued caravan normal. the caravan may turn on one another, question leadership
decisions, want to turn back or take a different path, or
Peril otherwise disrupt the caravan. As a result, caravans also
As a caravan travels, it will eventually encounter some have a f ifth statistic: Unrest.
form of peril. The less dangerous forms of peril include A mutiny can occur whenever a caravan’s Unrest
bad weather, poor road conditions, and local disasters score exceeds its Morale score. Whenever this is the
such as landslides, forest fires, the threat of mutiny, and case, the caravan takes a –1 penalty to its AC and on
the like. More dangerous forms of peril include monsters Attack, Security, and Resolve checks for every point by
like dragon, and large-scale disasters like tsunamis. When which Unrest exceeds Morale. In addition, a caravan
your caravan encounters peril, it must make a Security in mutiny must make a Resolve check (DC = 20 + the
check or a Resolve check—the GM has information on caravan’s current Unrest score) each day. If it fails this
which check you’ll need to make, as well as what the check check, the caravan moves at half its base speed that day.
DC is and what happens to your caravan if it fails the If the caravan fails this check by 5 or more, the caravan
check. Normally, a failed check simply deals damage to either refuses to move or moves at half its base speed in
your caravan, but some failed checks can result in the loss a random direction (other than the direction desired by
(temporarily or permanently) of traveler jobs, provisions, the PCs) that day.
repair materials, or other pieces of equipment. A caravan can offset its Unrest score by increasing its
One particularly complex example of peril is combat— Morale statistic when it gains a level. Unrest has no upper
rules for caravan combat are detailed on pages 26–27. limit, but it cannot be reduced below 0.
Gaining Unrest: When any of the following events
Resting occurs, a caravan must succeed at a Resolve check (DC =
A caravan must rest for 12 hours after 12 hours of travel to 20 + the caravan’s current Unrest score) or gain 1 point
avoid becoming fatigued. In order to gain the restorative of Unrest: a wagon or horse train is lost (whether it is
effects of resting, the caravan must consume a total abandoned or destroyed), a traveler is killed (even if
number of provisions equal to the caravan’s consumption subsequently brought back to life), the caravan is reduced
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score; otherwise, no benefits are gained from rest. A to 25% of its hit points or fewer, or the caravan makes
caravan that doesn’t have enough provisions to pay its no progress during a 12-hour travel day because of an
consumption uses up all of the remaining provisions, adverse event.
takes 1d6 points of damage, and becomes fatigued. A Reducing Unrest: A caravan’s Unrest score is reduced
caravan that lacks provisions cannot be repaired or recover by 1 whenever the caravan gains a level. In addition, a
from fatigue until it uses a number of provisions equal caravan can attempt a DC 20 Resolve check with a penalty
to its consumption score, and it continues to take 1d6 equal to its current Unrest score whenever the caravan
points of damage twice per day until its hit points reach performs one of the following actions: adding a wagon
zero, at which point the caravan is effectively destroyed. to the caravan, adding a wagon improvement, spending
Individual characters in the caravan might survive if they a day resting (this does not include days spent making
remain with the caravan at the GM’s discretion—if those repairs or otherwise working, nor days spent unable
travelers haven’t already abandoned the caravan. to move because of adverse events or conditions), or
Provisions can be purchased in any settlement by consuming double the caravan’s consumption for 1 day.
buying stores—a single cargo unit of stores grants 10 If any of these actions are performed while camped at a
units of provisions. Units of provisions can also be settlement, the caravan gains a +5 bonus on its Resolve
gathered by scouts at the rate of 2 per day. They can also check. A success on this check reduces the caravan’s
be supplied by the spells goodberry, create food and water, Unrest score by 1 point. A failure results in no change.
or heroes’ feast. A single casting of goodberry creates 1 unit In addition, certain situations throughout the Adventure
of provisions. A single casting of create food and water Path may increase or decrease a caravan’s Unrest score.
generates 3 units of provisions. A single casting of heroes’ Giving away 1 cargo unit of trade goods to the caravan
feast is enough to generate 1 unit of provisions per caster crew also reduces Unrest by 1, and giving away 1 cargo unit
level. All provisions magically created in this manner of party treasure decreases Unrest by 3. However, buying
must be consumed on the same day they are created. loyalty in this way has diminishing returns, requiring 1
additional cargo unit to provide the same reduction in
Unrest and Mutiny Unrest each time it is done. Cargo units used in this way
On long and arduous journeys such as those faced by are effectively expended, and no longer count toward a
the PCs and their caravan, disputes between a caravan’s caravan’s total cargo capacity.
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either destroyed or looted by the victors. or escaping combat is often a better choice than battle. If
If any surviving characters can serve as wainwrights, you wish to try to evade a foe, you can’t make an Attack
you might be able to repair your wagons enough to be check in that round of combat—instead, you must make a
serviceable, but you’ll still need to f ind additional animals Security check to outmaneuver your foe. Your enemy still
to draw your caravan’s wagons—in such a disaster, it’s gets to make an attack against your caravan when you’re
generally a better option to press on without your caravan attempting to make a Security check to escape. A successful
or, more likely, retreat to the nearest settlement to buy Security check allows you to escape your foe. The DC for
new wagons and hire new help to try again. this check is equal to 10 + the foe’s CR. At the GM’s option,
If all of this sounds kind of scary, remember that your more powerful or mobile foes could require two or more
caravan will, on average, be tougher than most of the checks. If you escape from a foe, your caravan is considered
enemies it encounters. If you take care of your caravan, to have backtracked a certain amount, and you can make
keep it in good repair, and know when to retreat or avoid no further progress traveling for the rest of the day.
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™ Caravan Name Campaign
primary statistics
Total
hp
hit points
total caravan feats
offense current hp
defense
damage
mobility speed miles/day
unrest current
ac
defense
= + + + + gp
security
mobility
= + + + + gp
resolve
morale
= + + + +
gp
gp
wagons
gp
wagon driver traveler cargo consump- special
cap cap tion
gp
gp
gp
gp
gp
gp
© 2011 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
gp
gp
gp
Totals
gp
cargo
gp
units bonuses/special
gp
gp
gp
sights seen
Total
28