Pathfinder Chronicles - Faction Guide (oef).pdf - WORLDWAKE
Pathfinder Chronicles - Faction Guide (oef).pdf - WORLDWAKE
Pathfinder Chronicles - Faction Guide (oef).pdf - WORLDWAKE
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+1 circumstance bonus on Knowledge (dungeoneering)<br />
checks to navigate underground in the areas shown.<br />
10 TPA, 2 CPA each: Gain knowledge of one elf gate<br />
key and its destination (see sidebar). The Lantern Bearers<br />
know several dozen keys that operate at least 10 elf gates,<br />
and they can use them to easily travel to within 500 miles<br />
of most locations in Avistan or Garund. Not every known<br />
key is available to every member (some require 20, 30,<br />
or even 50 TPA, as they lead to strategic sites the leaders<br />
want to remain secret). Once a member knows the key to<br />
activate an elf gate, he may freely use it as often as he wants,<br />
though transporting others who aren’t members of the<br />
organization is frowned upon. Unless a PC wants access<br />
to a specific location, the GM should select a target area<br />
relating to future events in the campaign.<br />
10 TPA, 3 CPA: Requisition the assistance of a specialist<br />
(any NPC belonging to the organization with a class level<br />
equal to half the character’s level) for 1 week.<br />
15 TPA, 5 CPA: Gain the assistance of a dryad, pixie,<br />
satyr, or other fey of similar power for 24 hours.<br />
20 TPA, 1+ CPA: Access a hidden cache of supplies in the<br />
Darklands. These supplies consist of Darklands survival<br />
gear such as dried food, clean water, spare weapons,<br />
rope, sunrods, spell components, and other nonmagical<br />
equipment listed in the <strong>Pathfinder</strong> RPG Core Rulebook.<br />
Spending CPA on this resource represents finding a cache<br />
within 2d6 × 10 minutes of the character’s current location;<br />
the character does not need to plan ahead for this or know<br />
of its existence (it is, in effect, a plot device for acquiring<br />
emergency items). A typical cache contains up to 375 gp<br />
worth of these goods. This resource always incurs the +5<br />
CPA increase for being outside of a community of at least<br />
5,000 people. The CPA cost for this resource increases by<br />
an additional +1 in Sekamina.<br />
20 TPA: Purchase or upgrade weapons with abilities<br />
from the following list at a 10% discount: elf-bane, holy,<br />
keen, shock.<br />
20 TPA: Purchase magic items from the following<br />
list at a 10% discount: boots of elvenkind, cloak of elvenkind,<br />
goggles of night, oathbow, periapt of proof against poison, ring<br />
of counterspells.<br />
20 TPA: Purchase or upgrade magical armor or shields<br />
with abilities from the following list at a 10% discount:<br />
arrow def lection, blinding, energy resistance (acid, cold,<br />
electricity, or fire), reflecting, shadow (all), spell resistance.<br />
25 TPA, 10 CPA: Gain the assistance of a shambling<br />
mound, treant, or fey or of an intelligent plant of similar<br />
power for 24 hours.<br />
30 TPA, 1 CPA: Acquire a token of passage allowing<br />
the bearer free passage through Kyonin (even Iadara) for<br />
1 week. The bearer may bring others along, though the<br />
Kyonin elves remain suspicious of any non-elf, even those<br />
traveling with a Lantern Bearer.<br />
27<br />
Lantern Bearers<br />
Elf Gates<br />
Called aiudara by the elves, these sculpted stone arches are<br />
scattered in clearings across Kyonin and around the world.<br />
When activated with a specific key (such as a password,<br />
piece of music, particular spell, physical token, or stellar<br />
conjunction), they instantly transport anyone who passes<br />
through to another specific elf gate. Most elf gates have<br />
multiple keys, each one linked to a different destination,<br />
but most keys have been forgotten over the millennia and<br />
therefore some elf gates have been abandoned. Transport<br />
is one-way, though the target elf gate usually has a key to<br />
transport creatures back to the gate of origin.<br />
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