By Paizo Publishing
Internationally of the Pathfinder Chronicles, numerous factions squabble over political territory or treasure-filled old ruins. For the 1st time, the Pathfinder Chronicles Faction consultant offers those companies, cults, and mercenary businesses as totally learned teams that your participant characters can subscribe to. From the Hellknights of Cheliax to the Eagle Knights of Andoran, from the elves of the Mordant Spire to the innovative leagues of Galt, the movers and shakers of the Pathfinder surroundings come alive, entire with ideas governing tips on how to sign up for, merits of club, and organizational secrets and techniques.
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Extra info for Pathfinder Chronicles: Faction Guide
Placed in lone posts along the Mendev borders, these brave souls are forced to bear the hardships of long, sleepless watches and soul-numbing isolation. Others travel the world in anonymity, prepared at all times to strike should evil surface. In all, the Mendev Crusaders stand as perhaps one of the most rugged, hardened peoples on Golarion. Good Class Choices Cleric, Fighter, Inquisitor, Paladin, Ranger Challenging Class Choices Bard, Druid Headquarters Though Queen Galfrey’s throne in Nerosyan serves as the faction’s official headquarters, the small border town of Kenabres serves as the primary gathering for the majority of crusaders.
A faction member becomes an indentured servant by borrowing money from a prophet and then working in some domestic capacity until the debt is paid, thus becoming living collateral for a long-term loan. These indentured servants typically use the borrowed money to fund an investment, which makes them more loyal and predictable to their employers. A typical indentured servant’s service lasts for 1 year, though some stay on longer with a prophet in exchange for another, more substantial loan. Indentured servants do not normally enter dungeons or other dangerous areas, though they can be paid to do so (doubling the servant’s CPA cost); even under these conditions, however, they are noncombatants and f lee if threatened.
This benefit does not require a Spellcraft check or any additional transcribing costs. Typical spells owned by the Old Cults involve conjuring or banishing strange creatures (banishment, gate, planar ally, planar binding, summon monster), physical and mental projection (astral spell, dream, ethereal jaunt, etherealness, magic jar, nightmare), and revealing the unseen (commune, confusion, contact other plane, insanity, invisibility purge, nightmare, see invisibility, true seeing). Some of these writings contain versions of the spells that are 1–3 levels lower than the normal version of the spell (such as a level 3 version of contact other plane) or arcane versions of divine spells (or vice versa).