Tag Archives: Paizo

Jade Regent – Night of Frozen Shadows, Session 1

First Session (16 page pdf) – We journey with our caravan all the way from Roderic’s Cove in Varisia to Kalsgard in the Land of the Linnorm Kings. A fair number of Viking raiders toss themselves onto our swords.

We kicked into the second chapter of the Jade Regent AP today. Our characters are shaping up well if oddly.  V’lk is mute and Gobo is blind, Harwynian is somewhat… flighty. Bjorn and Jacob are alternately charging into combat and absent. But we’re getting into the groove with each other. See our main Jade Regent page for the character sheets level by level.

The road up to the Linnorm Kings went through many lovely locales including mining towns and a village of gnomish mini-Vikings. I stomped around it pretending to be Gojira.

Along the way, I decided Hiro would take up playwriting; he adapted the crazy tengu’s play into a work called “The Cuckolded Cuckoo” that the caravan performed along the way. We also continued to experiment with caravan fighting rules. We fought off trolls and bandits without much trouble.

We got ambushed at night though, and I about died – those Ulfen greataxes put a whupping on you fast, and all our ACs are pretty low.  I managed to escape the press and led the chasing Ulfen into a narrow place between the wagons where Harwynian could Web them. Then it was a lot easier… We even took a bunch of prisoners to sell back for their weregeld.

In the end, we got to Kalsgard, our destination, and start in on the long chain of “Ah yes, I had that sword, but now…”

Jade Regent – The Brinewall Legacy, Session 8

Eighth Session (12 page pdf) – More psychos and worms await as we dungeon-crawl the Rift of Niltak. And Shoanti. And mimics and executioner’s hoods and cursed items!  Wackiness results.

First, here’s our whiteboard pics trying to explain the Rift of Niltak in side and front view.

You’ll have to check out the session summary for the artist’s rendition of a seguathi brain-enslaving worm, however. We come across another one of those things, but now that we know what to expect it didn’t go so badly for us.  We tossed in a Web, summoned an earth elemental, and came in after it had been reduced to worm slurry.

My favorite excerpt, with some interplay between my character Yoshihiro and Tim’s character Bjorn:

After some investigation a weak section of wall is found in the wall to the right of the altar.

Bjorn posits, “Maybe this is where the dwarves dug too deep. Then they covered it up!”

Hiro retorts, “Oh, yeah, they stacked up some bricks and covered it with dirt. Real dwarven craftsmanship there.”

Pushing down the wall reveals a large square room with a stone dais in the midst of a sand floor. Two chests of gold and big frog-god statue adorn the dais and two braziers on the ceiling cast a hellish red glow. A large twisted dwarf in heavy armor kisses his gore-smeared axe and waggles his bloody tongue, pointing one of his exposed finger-bones at us.

“Let’s not try talking,” says Bjorn.

This was an old school mini-dungeon crawl, complete with a mimic, an executioner’s hood, and even a bag of devouring! But possibly the most time was spent with the inexplicable homunculus in a box. I had to totally insist that we return it to the old hermit, too, not that we got much out of it.

Our side trek is over; next time we hit chapter 2 of the AP, the Night of Frozen Shadows!

Jade Regent – The Brinewall Legacy, Session 7

Seventh Session (12 page pdf) – Bonus episode! The main plot can wait as we go to try to pry some loot out of the worm and psycho-haunted Rift of Niltak. Complete with dwarven pleasure mouth!

A dirty hermit gave us a map alleging to show the location of treasure in the weird Rift of Niltak. To quote the Pathfinder Wiki:

The Rift of Niltak is a mist-shrouded canyon found in the Red Mountains of north-eastern Varisia. No one knows what the origins of the rift are, but all agree that it is filled with all manner of strange flora and fauna. Gigantic insects can be seen crawling over plants found in no other place, and the echoes of shrieking bat-like creatures reverberate off the walls of the glen. An accurate description of the rift has not come to light, as those who enter either never return, or go insane shortly after emerging from it.

Since we are already insane (and blind, and mute) we figured, “What the hell.”

After a fight with some insane bears, we have a heck of a time with a batch of gimp psychos and a tentacled worm thing that is their slave boss.  It emanates confusion with a high DC will save, and farts out a fog that provides a -10 to Will saves against it, and dominates… We had a lot of Protection from Evils but that only helps against the direct control, not the confusion and all, and there was literally no way any of us could make the save. And of course on top of that it has wands and swords and a really high AC. I charged through the line of mooks to try to keep it busy; it pretty much took me out fast while the rest of the party was worrying about the minions.I guess next time we should use bows from a distance, but its high AC and fog made most of our missile attacks miss (and it has a 3-magic-missile wand…). Oh and it has SR. And DR.  Did I mention that?  Good lord.

Besides the confusion and control stuff, I was happy to get to fight astride my mount. It’s tough to be a mounted character because you can never take your mount anywhere important in these APs – bad guys can never be in a forest, they have to be in an inaccessible dungeon. (And don’t say be a halfling cavalier on a dog, how would I ever respect myself again…) Akumu does a good job of improved-overrunning people and just generally kicking and biting at them.

We made our way into a dwarven tomb or something on the wall of the Rift, and fought more psychos and Cenobites (you know, from Hellraiser). And that’s where we left it.

Jade Regent – The Brinewall Legacy, Session 6

Sixth Session (18 page pdf) – We overcome the dangers of Brinewall Castle with flair and savoir faire!  As is so often the case, love of the booty ends up being the downfall of Kikkonu the tengu. Read on as we uncover the secrets of the Brinewall Legacy.

First, while fighting some more of those dang dire corbies, we make a new “ally,” a harpy. Bruce (Harwynian) has a long standing bird fetish and so he wasted no time befriending her.

We also discovered how weird and dumb all the illumination rules are. We had a lot of darkness on light on sunrod interaction questions.  Paul the GM’s interpretation was light inside the darkness does nothing, but light right outside the darkness gives dim light…

Anyway, the harpy is apparently Kikkonu’s on again, off again girlfriend. We devised a plan – apparently she has falsely tried to make peace with him before five times, but only attacked him three of those.  We interpreted that as “the other two ended up in make-up sex” and a quick guy calculation assured us that a 2/5 chance of booty and 3/5 chance of being attacked means that he for sure would show up for time #6.

Have you heard of the excellent “Combat as Sport vs. Combat as War” essay? Well, we’re firm believers in combat as war. As a result no one was disappointed when our well executed ambush killed us a hellclown in 2 rounds.

That mostly cleared the castle. We then wandered around investigating and running afoul of haunts and random animals. The fact that the ballroom was completed but the defensive works were not earned our scorn.  “What, was this place built by elves or something?”

Bjorn about dies by going and poking every damn critter in the place, mainly as an excuse to exercise his poorly chosen Favored Enemy: Animals.  Of course it turns out nothing is an animal.  That giant killer water bug? Vermin.  Ha ha ha ha urg.

Finally, we get several pages of story development. We discover how Brinewall fell! And find the ghost of my grandpa! And we find out Ameiko is next in line to be Empress! And that we have to go to the Lands of the Linnorm Kings to seek our ancestral katana! And when we pull out, not-fairy Spivey comes with us!  BADGE HOLOCAUST!

Next time, we take a side trek to the Rift of Niltak hoping for gold and glory.

Shame on Wikia

Did you know that there’s an awesome wiki full of all kinds of information about Golarion, the Pathfinder campaign setting? It’s called the Pathfinder Wiki. It’s at pathfinderwiki.com.

But if you search for it, you are instead likely to find pages from pathfinder.wikia.com, the “Golariopedia.”  What’s up with that?  Just two different projects run by different folks?  Nope.

The Pathfinder Wiki crew started off on Wikia, the free wiki hosting service.  Then after a bunch of technology and policy changes they wanted to move off, and did.  So all the people who know what’s up are contributing content on the Pathfinder Wiki.

So they tried to close down their Wikia wiki.  Nope, Wikia won’t allow it. They tried to post on their wiki’s front page saying the project has moved.  Wikia deletes those messages without fail.  Basically so that they get the page views, I guess, Wikia is censoring what is supposed to be an open wiki to keep the content and unaware visitors on their site.

Go look at the recent changes on “Golariopedia” – just spam and crap.Of course, every once in a blue moon their deceive some new person to create an ID and submit some content, since they leverage Wikia’s reach to have better SEO than the real wiki.

So shame on you, Wikia.  If you don’t want projects to leave you, be better.  But holding onto the content and censoring mention of projects leaving you?  That’s evil.  Stop it. It’s deceptive and there’s more than enough of that on the Web without someone who used to be respectable contributing to it.

For the reader – use, and link to, the real Pathfinder Wiki.  Maybe we can reclaim the search engine rank for the real deal.

Jade Regent – The Brinewall Legacy, Session 5

Fifth Session (14 page pdf) – We decide to sneak into Brinewall Castle the back way and as a result get the dubious reward of hitting the boss monster first, a hideous tentacle god. There is much probing. Then we rescue a barbarian chick from some holding cells. And there is much probing.

When we got back to the caravan to rest, we got a kick out of trying to explain what was going on to the NPCs.  “The place is full of humanoids that are like Heckle and Jeckle meet Bullhead and they’re lead by a hellclown who loves live theater! But the fairy who’s not a fairy helps us.” I think they assumed we had been spending our time smoking crack in an abandoned ruin.

Them we did something either clever or stupid, we’re still not really sure in retrospect.  We reasoned there certainly had to be some kind of secret tunnel exit and we searched around for it and found one!  But it led us right to the entire castle’s boss monster – some kind of demonic flying decapus that farted on us and just about killed us all in one go.  Being tactics guy, I got us to fall back into a more constrained space where it couldn’t fly, and Harwynian really came through by Webbing it.  The endgame was really intricate – it was still getting spells in on us and we couldn’t really hurt it.  But then it Scorching Rayed at us burning a tunnel through the Web.  V’lk shot it and got a critical; Paizo crit cards (in the form of the iCrit iPad app) said “nerve center!” and it was stunned for the rest of the combat.  And I got to finish it with a Fist of the North Star quote. Then we pulled the hell out of there because we were really messed up.

Once we’re not bleeding so much, we reinsert and free an Ulfen woman from an ogre jailer. I tried to make Viking-nice with her and it seems like it worked, she joined our caravan, and it got us a badge!

Then it was just freeform dungeoneering in the castle.  Some high points:

Gobo finds a secret door that leads out into a maze of tunnels leading deeper down. Hiro says, “Must lead to the Darklands! Hey wait… I hope that “third vault” prophecy doesn’t mean, like, the third vault of Orv because that would be f*cked up.”

“Shut the door!” cries Hiro.
“He chopped it down!” replies Jacob.

Bjorn vomits helpfully on a troglodyte.

Bjorn goes first, singing the battle-song of his people (“I saw the sign, and it opened up my eyes; I saw the sign”).

Stairs continue up. Jacob says, “The hellclown is probably up there!”
Gobo replies, “But it was downstairs last time.”
V’lk signs “two.”
“Oh, you think there‟s two of them?” V’lk nods.
“Makes sense – it takes two tengu to tango!” says Hiro. He holds out his fist to V‟lk. “Blow it up!” V’lk declines grumpily.

We end with a nice cliffhanger – upstairs in a study we find the hellclown’s play, and Jacob just knocks it off the desk and bellows a challenge, much to our horror. Next time, we’ll find out what all responds!

Jade Regent – The Brinewall Legacy, Session 4

Fourth Session (13 page pdf) – We hit Brinewall Castle and it’s full of dire corbies. As if those aren’t bad enough, then there’s mutant ogrekin and a hellclown! The hellclown that killed V’lk’s family! Run away! Run away!

Here’s his rendition of the hellclown (with the start of Brinewall Castle in the background)…

We’re into the eponymous part of The Brinewall Legacy, the first chapter of the Jade Regent Adventure Path.We start out with a reefclaw fight. I’ve mentioned before how stupid the aberration rules are – basically, since they prescribe certain stats due to universal monster rules, every bottom-dwelling mutated thing – reefclaws, otyughs, etc – all technically have quite good INT scores, like chess-playing level INT scores.  But of course they have no civilization and just lurk alone in holes and eat poo. Of course Bjorn especially feels wronged by all this; he took favored enemy: animals as a ranger.  And nothing is an animal. Oh, it might look like an animal – but no, it’s an “aberration” or “vermin” or “magical beast…”

Anyway, then we fought some dire corbies!  They are like Heckle and Jeckle on steroids. You may remember them from the 1e Fiend Folio. As we fought, I could not help but repeat over and over again to myself…

The raven sings
The raven saw
And in the corn
He sayeth, ‘CAH’

If they get you in the clear they pounce and get like five attacks on you. We learned our lesson from that and never let them get a head start to pounce again!

When we went into the castle, there was “grunting and meaty slapping” from a courtyard.  You might imagine what we thought of that.  When it turned out it was some mutated ogrekin wrassling, Hiro wanted to beat them down and take them alive. But when V’lk went running up to them he got one-shot KOed! There was a lot of yelling “You just got knocked the fuck out!” as a result. This excited Jacob who just started swinging his two-handed sword.  Luckily we managed to take them alive anyway.

After a vicious fight with an ogress, we met the boss – technically a yamabushi tengu, but as we don’t know that term we call him a “hellclown.”

He and his corbies chased us all the way out of the castle and we holed up in a building in town, injured and out of spells, but they found us.  I ascribe our survival to me taking a strong hand with tactics – I made Bjorn get in the door with me behind him with my glaive, and used my magical wakizashi to do a shield other on him. Everyone else shot out the windows as we cut them down one by one as they tried to enter; double attacks from us but spread out damage from them. Bruce didn’t really get many of the details in the summary (he Skypes in, so tactical combat is challenging for him). Whoo, it was a real sphincter clenching moment, definitely the fight so far that really could have just killed us all. But we’re not out of the woods yet…

Jade Regent – The Brinewall Legacy, Session 3

Third Session (9 page pdf) – We travel across Varisia and see the sights, until we reach Brinewall.  Ameiko falls mysteriously ill and we go recon the town, which is mostly intact but abandoned. What caused its sudden abandonment? We mean to find out.

We’re still going in The Brinewall Legacy, the first chapter of the Jade Regent Adventure Path. Apparently the first major arc in and around Sandpoint isn’t even half the chapter!

As we open in Sandpoint, V’lk continues to torment the local Sczarni for no real good reason. Then we get on the road in our caravan.  We manage to avoid “caravan combat,” which is for the best, and basically just have a travelogue of Varisia for a while.

I got to roleplay Hiro’s somewhat naive side… He was raised by his strict and somewhat assholey dad and then was shipped off to Chelaxian military academy. “Dad always said that the Varisians are a dog people…”  And he’s learning the samisen from Ameiko.  Note that in our previous Rise of the Runelords campaign, fratricide Tsuto Kaijitsu went to jail and wasn’t killed, hence that reference here.

As a result of our Riddleport-based Reavers on the Seas of Fate campaign I run, neither hell nor high water can convince our band of only second level adventurers to go to Riddleport. I’ve done my job as a GM; the group is sure they will all be robbed and rape-murdered if we go within 60 miles of the place.

The one downside was that the relationship rules started to get stupid. The Jade Regent Player’s Guide has these rules for relationships with the primary NPCs, with the intent that you build up point after point for a long time so that they’ll like you. (Apparently I need to “gain faction” with my own sister?) Anyway, it seems like giving gifts is the surest way to a quick +1 and so you’ll notice a couple gift buying and giving frenzies, ending up with Bjorn finally being rebuffed after buying a puppy for Shalelu.

I don’t mind relationship mechanics but I don’t like when they are too exposed – it makes the relationship between us and the NPCs forced and mechanical. I can spend an evening learning the samisen from my sister, but that doesn’t get a point, just the list of things in the ruleset… With new NPCs we meet, we have to be concerned about are they “special” NPCs we should track faction with to generate relationships or just normal NPCs we make relationships with the old fashioned way. Bah.

We finally get to Brinewall and scout the place out, it looks interesting.  Most entertaining is meeting Spivey, the “lyrakien azata” who lives in the graveyard.  She looks like a little fairy. She’s clearly a fairy.  Why would you have an outsider that just looks exactly like a fairy but it’s not because it’s from some made up outer plane? It’s just like the undead that aren’t undead because they are <some excuse here>. Anyway, she’s nice, even if the fact she’s a not-fairy is retarded.

Next time, we hit Brinewall Castle like a load of bricks!

Jade Regent – The Brinewall Legacy, Session 2

Second Session (13 page pdf) – We unearth a lot of beached ships in the swamp, and then best a samurai skeleton warrior! We put a caravan together to go check out the lost Kaijitsu secrets in Brinewall.

Our adventures continue in The Brinewall Legacy, the first chapter of the Jade Regent Adventure Path. I sure got my money’s worth from my samurai resolve ability that lets me stay up when at negative hit points.

I was pleased with my character development in this one – besides the fact that a lot of the plot points have to do with my family, my attempt to stand alone against the skeleton warrior to get beaten down and bailed out by my comrades is helping get Yoshihiro out of “personal glory” mode into more proper “all for one and one for all” mode.  It’ll be a while  yet, but that’s my intended arc.

V’lk being mute is a continued source of difficulty and amusement. His attempts to explain to us what he’s scouted sometimes go horribly awry. And then he really did just flip out and try to kill the toughs hanging around outside the inn.  He later explained that he wasn’t paying close attention and thought we were still in the wilderness and they were being more directly threatening…

Humorously, only two of us (me and Gobo) got a relationship point with Ameiko for giving her the scroll because no one else made it out of the brothel after their baths for their own demented reasons (Jacob – bisexual threeway; V’lk – handjob and book reading, Harwynian – afraid of getting dirty again).

Then we wrestled with the “caravan rules” as we planned our caravan to head north.  Having a large party (plus a horse) actually turned it into quite a task to balance out space and supplies and all. Here’s the kind of stuff we had to do…

I don’t mind the logistics planning though I’m not terribly fond of additional little minigames like “caravan combat” – and I hear from the Paizo boards that the rules are crappy and unbalanced.  Paul’s doing something else in their place I believe, but it’s not defined yet so that makes us not really able to make tactical choices. So we just tossed something together and we’ll see how it goes!

Pathfinder MMO Sounding Not Too Thrilling

More info is coming out on the new Pathfinder MMO being worked on by Goblinworks, an outfit with Ryan Dancey, Lisa Stevens, and Mark Kalmes.

Sadly, it’s not thrilling me.  I’d like to like it, I like those people and Paizo and Golarion and Pathfinder but it doesn’t seem compelling.  Connect the dots with me.

They are fanatically against making a “themepark” MMO, which sounds to me like a code word for “a MMO we have to make content for.” Eh, OK.

It’s set in Golarion, in the River Kingdoms, which is good.  But they contend that the normal levelling mechanic that Pathfinder (and most MMOs) use is no good and they want to use the EVE Online model.  For those unfamiliar with EVE, you get better at skills in realtime (not game time), meaning that those who got into the game first end up being the best.

This is combined with their plan to not let many people into the game, to dribble it in stages, 4500 players a month. So those first people are guaranteed to always be better, have better skills, etc. than anyone who comes later, no matter how much they play or kill or earn or whatever.

This sucks and it’s why none of my friends played EVE Online for more than a month. In their first blog post they say they want to avoid the spike and crash pattern, but the fix to that is to make sure anyone joining after start gets a progressively worse deal? Sounds to me like the “little bump then whimper” pattern.

So then also, it’s a PVP game, and when someone kills you they can loot your corpse.  They don’t get everything, but what they don’t get is destroyed so you still lose everything except what you had equipped.

So goody, you get to act out a paranoid fantasy, fanatically avoiding other people because it’s likely that they are part of a huge roving Lord Humongous band out to kill you and loot your corpse. That’s some bullshit right there. There’s a bounty system and guards in towns to slightly mitigate this but it’s really pretty awful.

Dancey came onto the Paizo forums to defend this as “not being theme parkey” and “well you just have to be in a party all the time, soloing is for WoW lovers” and some of the fanboys are behind them “catering to the niche” and “not selling out” but… really? Great, I can only do things rolling 12 deep for self defense and then also competing with everyone I’m with for resources.  Forget it, let’s just hunt PCs!

They claim to be against griefing but this basically sounds like a custom recipe for a big non-fun game.

Jade Regent Chapter 1, The Brinewall Legacy, Session 1

Welcome to the first chapter of our Jade Regent campaign, The Brinewall Legacy! Our neophyte adventurers in Sandpoint are drawn into long-hidden secrets by their friends, relatives, and loved ones, all linked to Sandpoint inn-owner Ameiko Kaijitsu.

That’s right, it’s a new adventure path! Paul is GMing, having just finished GMing a couple-year-long Alternity Star*Drive based campaign. We have six players – Tim, Matt, Patrick, Chris, Bruce, and myself. Matt has been in the other games our large loosely affiliated group runs but hasn’t gamed with us on the Sunday games since a Savage Worlds campaign in 2009.

First Session (14 page pdf) – We meet our intrepid crew of adventurers, and are immediately dispatched to the swamp to fight goblins.  Oh, joy. We run right into the Licktoad Goblin village and carnage erupts.

It was a charge starting out in Sandpoint, because that’s where we started our Rise of the Runelords campaign (most of the same players, also run by Paul) so we had a lot of familiarity with the place. And of course they used one of Paizo’s signature monsters, the wildly popular insane goblins.

My idea for my character Hiro’s arc is for him to be a glory-seeking cavalier who over time realizes the true calling of service and becomes a samurai. That was off to a rollicking start as he charged his horse right into the goblin encampment and into a big mud pit that the others had to haul him ingloriously out of. There were plenty of hooks; as Ameiko Kaijitsu’s little brother all the Kaijitsu family historical secrets made motivation a no-brainer.

Also, Hiro was trained as a cavalier in Cheliax.  I liked how the halfling swamp guy got all offended when Hiro called him “peasant” or “farmer”; Hiro thought he was paying the guy a complement – a farmer’s a much higher status job than “dumbass living in a swamp” in Cheliax at least.

And we got two badges, the Halfling Rescuer badge (optional, though we never can pass up a home invasion) and the Goblin Killer badge (fairly required, I think, or else no pointer to the next part…).

Then there was some confusion that we use as an in-joke in many later sessions.  There was a shack in the swamp, with a shed outside it.  We were trying to investigate both as rat-creatures came from each. Paul kept mixing up the two words to the point where we kept thinking we were near the shack but were near the shed, or the squeaking was coming from the shed but we thought it was coming from the shack (which got me enveloped in a rat swarm, so it wasn’t that entertaining initially).  So now whenever a shack or a shed is encountered ever after we say “Wait… Is it a shack, or is it a shed?” Perhaps we should nickname Paul “Two Sheds” as a multi-level homage.

We got a lot done, and a lot of role-playing, it was a very long first session and we were going on all cylinders.

Jade Regent Character Creation Rules

Here’s the rules we are using for our Jade Regent campaign from our GM Paul, with some explanations from me.

Allowed Rulebooks

APG is in, the Ultimate books are out (although during the campaign you will have the chance to pick up Japanese-style weapons and maybe even to get trained for levels in ninja or samurai).  [Ed: Paizo has been overwhelming us with new rules over the last  year, and frankly a lot of it isn’t well balanced.  We haven’t been allowing Ultimate Magic or Ultimate Combat in any of our games so far. In my Reavers campaign it’s core only, anything else by specific GM inclusion or asking me.]

Chargen Methods

Stats are 4d6 drop the lowest, arrange as you will. If your stat block sucks you may use the point-buy method, this time around I’m setting point-buy at High Fantasy, 20 points. Standard races are all in, but if you want something other than that let me know and we’ll talk about it. No evil races or monster races will be allowed though.
Evil characters are not a good fit for this particular campaign.

FATE Aspects and FATE Points

Aspects! Please write 3 aspects for your character before you reach the gaming table, we will create 2 more for each character when we get together for the first session. The first three should be as follows:The first aspect should be a description of your character’s archetype, such as “Half-orc sorcerer in tune with nature’s fury”, “Physically perfectionist elven wizard”, or “Charming Sunderer”. Try to make sure your character’s core competency makes it into your first aspect.

The second aspect should describe your character’s trouble, the main weakness or stumbling block that keeps causing trouble for the character. It can be a personality trait that causes trouble for the character, or it can be something bad that just keeps happening to him for some inexplicable reason. Examples: “Why did it have to be fairies?”, “Vengeful over hurt pride”, “Family Man”.

For the third aspect, think about what motivates your character, what shaped him to become who he is, and what pushed him to the life of an adventurer. The best aspects are ones that can be used both for or against your character. ex. “Must protect my friends at all costs”, “People are not always what they seem”, “I Heart Forbidden Lore”, “There must be some way I can find a profit from this…”

Each character will get 3 fate points. When you level up, they will be refreshed. You can get more fate points whenever your character suffers due to one of his aspects (depending on the situation, this could result in failed skill rolls, damage, or just social humiliation). Spending a fate point allows you to either reroll the d20 roll you just made, or add +4 to it, your choice, but you can only spend a fate point when one of your aspects applies to the roll you’re making. For instance, “I Heart Forbidden Lore” could help you if you’re doing research or trying to recall facts about some kind of demonic monster, but it wouldn’t help you on a to-hit roll against a goblin. Regardless of aspects, a fate point can always be spent to stabilize you if you’re dying.

Character Advancement

There will be no XP awarded or spent.  Level advancement will be declared by the GM when it needs to happen. [Ed: XP are frankly one of the most annoying things to deal with – useless bookkeeping that promotes uninteresting behavior. None of our campaigns use them.]

Multiclassed Spellcasters

We will use our usual multiclassing house rule for spellcasters.

Badges

We’re not using experience points, but I wanted a mechanism that allowed me to give rewards for completing side-missions. Thus I created the badges; each one can be earned by completing one of the side-missions in the adventure path.

As soon as I introduced them the players started plotting to find a way to collect them all! Besides the pleasure of collecting, they each also get one fate point when the group gets a badge.