Pathfinder Campaign Setting: Rival Guide
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- The most dangerous foes in the world of the Pathfinder RPG are not always monsters. For the player characters are not the only magic-laden “heroes” with hopes and ambition to bring sword and spell into desolate dungeons and crime-ridden cities. This useful reference includes ten completely detailed parties of rival adventurers suitable for use as enemies, allies, or anything in between. Presented with a wide range of power-levels and diverse goals, the characters in this richly illustrated book also double as great on-the-spot pregenerated player characters.
suggestions. Still, being a haunted one is not without some benef its. Haunted ones possess the uncanny ability to recall fantastic amounts of knowledge in areas of study previously unknown to them, often including information beyond the scope of the greatest scholars. Typically, this knowledge concerns something ancient and occult, forbidden things that most would find horrifying and maddening, which the host feels compelled to seek out and explore. Similarly, riders inherently sense the
grave risks in challenging foes of great strength, but what worries those around them is the possibility that their exploits will arouse a menace too great for them to handle. Individually, the Kneecappers are pleasant, rollicking, even boisterous, but as a group, they bring trouble in their wake. Adventuring The Kneecappers are found wherever giants are rumored to dwell. They happily hire on to jobs involving crushing giants of all sorts, and often compete against other adventurers in the area
you can attempt to damage the creature’s feet in a way that impedes its movement. Attacking a foe in this way is a standard action—you cannot use Footslasher as part of a full-attack action. When you use Footslasher, you take a –2 penalty on your attack roll, but if you hit and 35 6 Pathfinder Campaign Setting: Rival Guide Marnay Zyrvana Devastated by her aunt’s death and horrified by the damage the giants inf licted on the village, Marnay did much to help Harse recover from the attack.
personality, her contacts among the Nightstalls of Katapesh make her an important member of the Reavers, if only from a supply standpoint. She doesn’t particularly trust the members of this latest mercenary group she f inds herself a part of (particularly the quasit, whom she suspects works for one of her many enemies), but this distrust is nothing new for the half-elf. As long as the division of wealth remains fair, she’s content to continue serving with the Marrow Reavers. Lamya Nilawi XP
Coins.” —Banabus Liventchi, proprietor of the Winking Cyclops Tavern W hile the reputation of the Pathfinder Society fits different descriptions throughout the world, in their hometown of Absalom, they find a warm reception. Those who claim to be Pathfinders, or claim to be associated with the Pathfinders, often find themselves welcomed in taverns, shops, and establishments throughout the city. It should come as no surprise, then, that many groups seek to capitalize upon this popularity,