Finding the Spark (Pathfinder 1E Quest)

Animal Companion as Mount and Beast of Burden for loot!
Mounts and beasts of burden are not really practical in most of the Darklands outside of well established trade routes and unusually large caverns. There are also too many times and places where larger creatures cannot easily navigate or maneuver. It would suck to reach a point where we had to leave our mount behind because it won't fit through a passage or we can get it up an incline.

That doesn't mean we can't eventually get a mount, but we shouldn't be getting overly attached to them like a pet or an Animal Companion. Speaking of animal Companions/Familiars, I'm going to argue against investing feats in trying to acquire them. There are much better uses for our limited selection of feats.
 
Mounts and beasts of burden are not really practical in most of the Darklands outside of well established trade routes and unusually large caverns. There are also too many times and places where larger creatures cannot easily navigate or maneuver. It would suck to reach a point where we had to leave our mount behind because it won't fit through a passage or we can get it up an incline.

That doesn't mean we can't eventually get a mount, but we shouldn't be getting overly attached to them like a pet or an Animal Companion. Speaking of animal Companions/Familiars, I'm going to argue against investing feats in trying to acquire them. There are much better uses for our limited selection of feats.

I was going to suggest taking a level in Druid or Witch, not using a Feat.

Depends on the Animal, some Rodents have collapsible Skeletons, Serpents are often very wiggly and able to move in tight confines etc.

We did not get a Scaley PC, but we could get a Scaley Animal Companion or Familiar.

Edit:

Or something that can Teleport/Shadow Walk etc.
 
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I was going to suggest taking a level in Druid or Witch, not using a Feat.

Depends on the Animal, some Rodents have collapsible Skeletons, Serpents are often very wiggly and able to move in tight confines etc.

We did not get a Scaley PC, but we could get a Scaley Animal Companion or Familiar.
This doesn't solve most of the other problems though. The alleged point of the child curse vote is for better socials, but that isn't something purely in the realm of dice rolls.

Physically appearing to be a child will complicate interacting with the world at large significantly more than not being able to make diplo checks.
 
I'll just say I love the narrative potential of the child curse I'm also practical enough to realize it's a bad idea.
 
This doesn't solve most of the other problems though. The alleged point of the child curse vote is for better socials, but that isn't something purely in the realm of dice rolls.

Physically appearing to be a child will complicate interacting with the world at large significantly more than not being able to make diplo checks.

It's harder to dismiss a kid with a deadly beast of some sort, kind of reduces odds of conmen, kidnappers etc.

Makes you give them some creedence too if they have a partner and or are able to keep a deadly thing in line.
 
It's harder to dismiss a kid with a deadly beast of some sort, kind of reduces odds of conmen, kidnappers etc.

Makes you give them some creedence too if they have a partner and or are able to keep a deadly thing in line.
it only makes them harder to dismiss in a particular way, and even then it's more like seeing a kid with a gun than another adult.

Edit:

We also probably won't be able to take that dip for a while if we even end up wanting to get it at all.
 
Gonna vote for both

[X] Akorian the Caligni Oracle
-[X] Alignment: Chaotic Neutral
-[X] Favored Class Bonus: +1 Hit Point
-[X] Attributes (20-point Buy; +2 DEX, +2 CON, -2 INT): STR 8, DEX 14, CON 14, INT 12, WIS 10, CHA 17
-[X] Feat: Extra Revelation (Cloak of Darkness)
-[X] Skills (5 points): +1 Bluff, +1 Knowledge (Dungeoneering), +1 Perception, +1 Sense Motive, +1 Stealth
-[X] Languages: Dark Folk, Duergar
-[X] Drawback:
--[X] Umbral Unmasking: The shadow you cast is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).
-[X] Traits:
--[X] Reactionary (Combat): You gain a +2 trait bonus on initiative checks.
--[X]
Fate's Favored (Faith): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
--[X] Seeker (Social): You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
-[X] Class: Oracle (Shadow Mystery) [Friendless Curse]
-[X] Revelation:
--[X] Cloak of Darkness (Su): You conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks. At 7th level, and every four levels thereafter, these bonuses increase by +2. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
--[X] Stealth Mastery (Ex): You gain Skill Focus (Stealth). At 8th level, you gain Signature Skill (Stealth), even if you don't meet the feat's prerequisites. At 16th level, you gain the hide in plain sight shadowdancer class feature.
-[X] Spells:
--[X] Orisons: Create Water, Detect Magic, Guidance, Mending
--[X] 1st Level: Cure Light Wounds (B), Divine Favor, Protection from Evil

[X] Akorian the Caligni Oracle-Forgotten Curse edition
-[X] Alignment: Chaotic Neutral
-[X] Favored Class Bonus: +1 Hit Point
-[X] Attributes (20-point Buy; +2 DEX, +2 CON, -2 INT): STR 8, DEX 14, CON 14, INT 12, WIS 10, CHA 17
-[X] Feat: Extra Revelation (Cloak of Darkness)
-[X] Skills (5 points): +1 Bluff, +1 Knowledge (Dungeoneering), +1 Perception, +1 Sense Motive, +1 Stealth
-[X] Languages: Dark Folk, Duergar
-[X] Drawback:
--[X] Umbral Unmasking: The shadow you cast is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).
-[X] Traits:
--[X] Reactionary (Combat): You gain a +2 trait bonus on initiative checks.
--[X]
Fate's Favored (Faith): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
--[X] Seeker (Social): You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
-[X] Class: Oracle (Shadow Mystery) [
Forgotten Curse]
-[X] Revelation:
--[X] Cloak of Darkness (Su): You conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks. At 7th level, and every four levels thereafter, these bonuses increase by +2. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
--[X] Stealth Mastery (Ex): You gain Skill Focus (Stealth). At 8th level, you gain Signature Skill (Stealth), even if you don't meet the feat's prerequisites. At 16th level, you gain the hide in plain sight shadowdancer class feature.
-[X] Spells:
--[X] Orisons: Create Water, Detect Magic, Guidance, Mending
--[X] 1st Level: Cure Light Wounds (B), Divine Favor, Protection from Evil
 
Travel in the Darklands
Mounts and beasts of burden are not really practical in most of the Darklands outside of well established trade routes and unusually large caverns. There are also too many times and places where larger creatures cannot easily navigate or maneuver. It would suck to reach a point where we had to leave our mount behind because it won't fit through a passage or we can get it up an incline.

That doesn't mean we can't eventually get a mount, but we shouldn't be getting overly attached to them like a pet or an Animal Companion. Speaking of animal Companions/Familiars, I'm going to argue against investing feats in trying to acquire them. There are much better uses for our limited selection of feats.

Speaking of traveling through the underlands:

Travel in the Darklands

From the Legends of the People-

It is said that the world goes down forever into darkness which only the most pious or the most mad of the People would want to plunge. The domain of the cruel drow ever thirsting for slaves which not even the great caravans of the duergar can sate, vicious serpent men whose blood flows like poison, great burrowing beasts whose bellows shake the vaults of the earth, cruel spirits that glow with the light of false promise and dreadful things that have been lost in the tunnels for so long that they have forgotten hunger and want only death, but mistake me not, they will remember all too well if they scent the touch of living blood. Yet far may one travel without daring either the burning light above or the unholy terror below. Listen closely and judge well where your paths may lead.

The Long Walk
The living spine of the world whence the iron-shod boots of the duergar long march and their scuttling mounts far travel. Free and clear it is of rubble and detritus, no pit nor cliff shall bar your way, but only the tolls and taxes of the greedy dwarf-folk. So long as you pay you shall be safe by the work of their axes, but count your coin twice, for if you run out your flesh and labor shall pay.

Secondary Tunnels
As the limbs of a slumbering beast they are. These tunnels range from anywhere between 5 to 30 feet in width. Often doubling back on themselves, coming to dead ends, or rising or falling into shafts, secondary tunnels are the far reaches of where you might find civilization and succor in the lands below, if you are strong and weary of treachery. Most such tunnels are natural tunnels, Cold Walks dug by rivers present or gone a-wandering or the trails of great diggers the likes of which you would not want to meet, though there you will also find the halls of the scaled ones, built in their days of glory long dead.

Tertiary Tunnels
Fingers they are, reaching for secrets undreamt or wiggling worms waiting to devour. Wild places, dens of beasts and horrors, rarely more than 15 feet wide, and often constrict down to widths of 2 feet or even less, twisting, coiling and knotting back into dead walks. These are the ways that Zul took when he claimed the Caves of Respite for the People. Ware the dead air and the burning breath, ware the wild things that grow unbidden, and ware most of all light where there should be none for it it a lure.

OOC: Written on the assumption that you will take some kind of knowledge in dungeoneering. This should give you guys some sense of what you are getting into survival and distance wise. Bring rope if you want to go anywhere off the Long Walk.
 
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[X] Akorian the Caligni Oracle - Dual-Cursed
-[X] Alignment: Chaotic Neutral
-[X] Favored Class Bonus: +1 Hit Point
-[X] Attributes (20-point Buy; +2 DEX, +2 CON, -2 INT): STR 8, DEX 14, CON 14, INT 12, WIS 12, CHA 17
-[X] Feat: Extra Revelation (Army of Darkness)
-[X] Skills (5 points): +1 Bluff, +Diplomacy (Cha), +1 Perception, +1 Sense Motive, +1 Stealth
-[X] Languages: Dark Folk, Undercommon
-[X] Drawback:
--[X] Umbral Unmasking: The shadow you cast is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).
-[X] Traits:
--[X] Reactionary (Combat): You gain a +2 trait bonus on initiative checks.
--[X]
Fate's Favored (Faith): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
--[X] Seeker (Social): You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
-[X] Class: Oracle (Shadow Mystery) [
Shadowbound curse][Covetous curse]
-[X] Revelation: Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.
--[X] Stealth Mastery (Ex): You gain Skill Focus (Stealth). At 8th level, you gain Signature Skill (Stealth), even if you don't meet the feat's prerequisites. At 16th level, you gain the hide in plain sight shadowdancer class feature.
-[X] Spells:
--[X] Orisons: Create Water, Detect Magic, Guidance, Mending
--[X] 1st Level: Cure Light Wounds (B) Divine Favor, Protection from Evil


Tried to make double cursed oracle.
 
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Oh, also noticed that oracle only knows two level 1 spells at first level.
At first level Oracles choose to gain Cure or Inflict spells as a bonus. Once the choice is made it's permanent, but at each new spell they automatically learn the appropriate Cure or Inflict spells of that level.

I selected Cure spells because magical healing is so helpful. Not only will it help keep us alive, but it's a valuable service that can earn us money or goodwill, not to mention a spot in an adventuring group.
--[X] Army of Darkness (Su): Whenever you cast a summon monster spell and summon a creature that normally has the celestial or fiendish template, you can instead summon it with the shadow creature template. This revelation counts as having the Spell Focus (conjuration) feat for the purpose of meeting the prerequisites of the Augment Summoning feat, as well as any feat that lists Augment Summoning as a prerequisite
No point in learning this one right now before we even have a Summon Monster spell. There are better choices we can use immediately, like Cloak of Darkness.

EDIT: Oops, noticed you selected Summon Monster I as a spell. At first level, it will only last 1 round. That's not going to be very helpful just yet.
 
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After reading this I think that we are better served by that Mystery that gives us Gaseous Form
 
At first level Oracles choose to gain Cure or Inflict spells as a bonus. Once the choice is made it's permanent, but at each new spell they automatically learn the appropriate Cure or Inflict spells of that level.

I selected Cure spells because magical healing is so helpful. Not only will it help keep us alive, but it's a valuable service that can earn us money or goodwill, not to mention a spot in an adventuring group.

No point in learning this one right now before we even have a Summon Monster spell. There are better choices we can use immediately, like Cloak of Darkness.

EDIT: Oops, noticed you selected Summon Monster I as a spell. At first level, it will only last 1 round. That's not going to be very helpful just yet.
Thank you, I forgot about getting cure light wounds and that it's not minute per level. Will edit this.

Still, I feel like Shadow mystery has so many good revelations + Fortune and Misfortune from dual-cursed that Cloak of Darkness while definitely good is not that crucial.
 
[X] Akorian the Caligni Oracle - Forsaken Edition
-[X] Alignment: Chaotic Neutral
-[X] Favored Class Bonus: +1 Hit Point
-[X] Attributes (20-point Buy; +2 DEX, +2 CON, -2 INT): STR 8, DEX 14, CON 14, INT 12, WIS 10, CHA 17
-[X] Feat: Improved Initiative
-[X] Skills (5 points): +1 Bluff, +1 Knowledge (Dungeoneering), +1 Perception, +1 Sense Motive, +1 Stealth
-[X] Drawback:
--[X] Umbral Unmasking: The shadow you cast is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).
-[X] Traits:
--[X] Reactionary (Combat): You gain a +2 trait bonus on initiative checks.
--[X] Secret-Keeper (Faith): You gain a +3 trait bonus on Bluff checks when they are opposed by another's Sense Motive check.
--[X] Seeker (Social): You gain a +1 trait bonuson Perception checks, and Perceptionis always a class skill for you.
-[X] Class: Oracle (Shadow Mystery) [Forsaken Curse]
--[X] Revelation: Stealth Mastery (Ex): You gain Skill Focus (Stealth). At 8th level, you gain Signature Skill (Stealth), even if you don't meet the feat's prerequisites. At 16th level, you gain the hide in plain sightshadowdancerclass feature.
-[X] Spells:
--[X] Orisons: Create Water, Detect Magic, Guidance, Mending
--[X] 1st Level: Cure Light Wounds (B), Protection from Evil,
Shadow Trap

[X] Akorian the Caligni Oracle-Forgotten Curse edition
-[X] Alignment: Chaotic Neutral
-[X] Favored Class Bonus: +1 Hit Point
-[X] Attributes (20-point Buy; +2 DEX, +2 CON, -2 INT): STR 8, DEX 14, CON 14, INT 12, WIS 10, CHA 17
-[X] Feat: Extra Revelation (Cloak of Darkness)
-[X] Skills (5 points): +1 Bluff, +1 Knowledge (Dungeoneering), +1 Perception, +1 Sense Motive, +1 Stealth
-[X] Languages: Dark Folk, Duergar
-[X] Drawback:
--[X] Umbral Unmasking: The shadow you cast is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).
-[X] Traits:
--[X] Reactionary (Combat): You gain a +2 trait bonus on initiative checks.
--[X]
Fate's Favored (Faith): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
--[X] Seeker (Social): You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
-[X] Class: Oracle (Shadow Mystery) [
Forgotten Curse]
-[X] Revelation:
--[X] Cloak of Darkness (Su): You conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks. At 7th level, and every four levels thereafter, these bonuses increase by +2. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
--[X] Stealth Mastery (Ex): You gain Skill Focus (Stealth). At 8th level, you gain Signature Skill (Stealth), even if you don't meet the feat's prerequisites. At 16th level, you gain the hide in plain sight shadowdancer class feature.
-[X] Spells:
--[X] Orisons: Create Water, Detect Magic, Guidance, Mending
--[X] 1st Level: Cure Light Wounds (B), Divine Favor, Protection from Evil
 
One of the reasons I want the Friendless Curse is the effects we get at higher level. The skill bonuses at 5th and 10th levels are great (+6 Stealth FTW), but the constant Nondetection ability at 10th level, which evolves into constant Mind Blank at 15th level, are the real prizes.

Although those levels are a long way off, it's still worth taking into consideration. Immunity to Divination effects is a powerful effect and essential for high level adventurers who are likely to make dangerous enemies. The only other way we're going to get a constant Mind Blank is by spending a huge amount of money that would be better spent elsewhere.
 
One of the reasons I want the Friendless Curse is the effects we get at higher level. The skill bonuses at 5th and 10th levels are great (+6 Stealth FTW), but the constant Nondetection ability at 10th level, which evolves into constant Mind Blank at 15th level, are the real prizes.

Although those levels are a long way off, it's still worth taking into consideration. Immunity to Divination effects is a powerful effect and essential for high level adventurers who are likely to make dangerous enemies. The only other way we're going to get a constant Mind Blank is by spending a huge amount of money that would be better spent elsewhere.
That's a fair point, though it's worth noting that forsaken provides some auto-res capabilities that are pretty worthwhile if we're operating without significant support.

Divination is a concern, but I don't think innate protection from it is innately better than that.

I think the real problem here is that Friendless has a bad name for what it does, and repeating the mechanics isn't really getting past that.

I expect the child curse to effectively do more of what people are expecting from friendless to be honest.
 
[X] Akorian the Caligni Oracle - Forsaken Edition

Hope we can get to surface relatively soon and become a night walker.
 
[X] Akorian the Caligni Oracle - Forsaken Edition

Hope we can get to surface relatively soon and become a night walker.

You will have an option to reach the surface within the first few updates of the first arc if that's what you guys vote on. There is a reason I did not include any of the deeper darklands natives in the quest, it's a lot harder to get from Sakemina to the surface, and as for Orv... I think there is at least one realm of the Abyss that has a faster passage to Golarion's surface thatn Orv :V
 
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I'm not sure I really want to move to the surface, there's plenty of interesting things to do underground and it's under explored as a setting.
 
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