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I have always wanted to play something like the TV Series "Mission: Impossible".
Have a very capable team of "agents" do short mission of terrible difficulty, not entering "guns-blazing" but planning and preparing a way to defeat the odds.
As I won't find it, I think I will DM it.
How to do it?
How must the recruitment be?
How to prepare the missions?
How to carry on the game?
I will be posting my ideas here...

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I think the missions should have "stages".
- Briefing stage: You get the mission parameters. You use skills and contacts (like Knowledge and Diplomacy) to gather more info. The better the rolls the more and more useful the intel you get.
- Planning stage: The characters get a plan to accomplish the objective.
- Deployment stage: Their use skills again (Disguise, Stealth, Bluff, Disable Device) to infiltrate or get access to the start position. The better the roll the better "starting point" you get.
- Action stage: You put your plan in motion, having to improvise for bad info, bad deployment and unexpected situations.
- Extraction stage: You need to get out alive!
So its like encounters, but you have the change to plan for them.
Recruitment...
- The same characters for all of the missions?
- You have the chance to change characters?
- What kind of characters? Gestalt Thief? Normal ones?
- What levels?

Gilthanis |

dot for interest.
Not trying to de-rail your idea, but simply adding in this link as a possible avenue for players and GMs alike.
The above thread was started as a way to get players and GM together to be able to run one-shot adventures for a party of 4-5 similar leveled PCs.
I like your idea, because it is something different, and if you ever wanted to condense a mission down to a single encounter and run it through you are more than welcome :)
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Now, like I said, I really like your idea, it uses multiple skills. You could make almost every skill viable, so it isn't the usual I take perception/disbale/stealth/etc. Perform could be used as a distraction, or sleight of hand could be used to pass of a note to a contact/etc.
I will keep tabs on this, so once you figure out more of the character guidelines, I may very well have to submit a PC :)

thunderbeard |

This is the sort of thing that could work with or without Gestalt (although Gestalt would ensure that everyone can fight as well as infiltrate).
I'd say a great way to base a recruitment (or at least come up with a battle plan) for this would be to look at the roles you actually have in a spy/heist movie, possibly with characters overlapping. (The TV show "Leverage" seems like a good example of that sort of thing).
Potential important roles:
-Con artist/charmer, who can befriend, distract, or bully people.
Useful Skills: Bluff, Diplomacy, Sense Motive, Intimidate, Perform, Knowledge (nobility), Profession (for relevant knowledge)
Useful Spells/Items: Charm or Suggestion
-Impersonator/master of disguise, who can impersonate people and has the know-how to lie their way into positions of power. (Playing masters of disguise is really fun on any team, and something I've enjoyed a lot in the past)
Useful Skills: Bluff, Disguise, Sense Motive, Knowledge (local), Profession/Craft
Useful Spells/Items: Disguise Self, Detect Thoughts
-Lockpick/Safecracker, who can disable traps and doors
Useful Skills: Disable Device, Stealth, Knowledge (engineering), Spellcraft, Craft
Useful Spells/Items: Find Traps, Knock
-Scout/Mastermind, who can get info on the layout of a place, figure out safe routes and times, and where valuables/mission items are stored
Useful Skills: Perception, Sense Motive, Stealth, Knowledge (Arcana)
Useful Spells/Items: Detect Object
-Sentry/Getaway driver, who can tell when guards or bad guys are approaching and help the party escape
Useful Skills: Perception, Sense Motive, Ride, Handle Animal
Useful Spells/Items: Teleportation
-Infiltrator/Acrobat, who can get into tight places, sneak around unseen, and steal important keys
Useful Skills: Climb, Acrobatics, Stealth, Sleight of Hand
Useful Spells/Items: Invisibility, Spider Climb
-Close Combat Expert, who can take out unexpected enemies in tight quarters without making too much noise
Useful Skills: Stealth, Perception, Athletics, Bluff, Sleight of Hand
Useful Spells/Items: Mage Armor, anything that can help fight unarmed
-Sniper/Eye-in-the-Sky, if this is a game where assassinations might be necessary
Useful Skills: Perception, and a long-ranged weapon
Useful Spells/Items: Falcon's Aim, Named Bullet, etc.

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I'll check the endless encounters thread...
Thunderbeard, nice list! Yes, I think is a good idea to find a use for all and every skill. Make them count.
So... have the "planning" on PbP, and the "mission" on "life game"?
Combat should be optional. There should be place for non-combat characters.
And craft! Craft (Woodwork) could be vital in a mission!

Gilthanis |

don't forget craft (underwater basketweaving) and profession (007)
:)
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You could put the "planning" stage in the discussion tab and highlight what mission its for.
The actual "mission" undertaking and seeing if all goes according to plan on the gameplay tab
Recruitment, for any paizo peeps that wanna create an important PC or NPC to give aid or inhibit the peeps going on the mission?
IDK, just spit-balling :)

Fighting Chicken |

Oh this sounds like great fun. I would also be interested if there is room. I think a Gnome alchemist (saboteur) could be a good one for this type of game.
Would the game take place more or less in one place, or be everywhere, or a little of both? I ask because using Ultimate Campaign's rules could work well here - building teams to help with background activities, etc.

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You arrive to the secret room, and the mouth in the wall start to talk.
"Hello Pathfinders! The Decemvirate has a new mission for you. In the town of Sandpoint a scholar, Brodert Quink, has obtained an ancient Thassilonian magic item, an Effigy of the favored servant, and he is unawares of the real powers, and threat, of that item, so we want for you to take it out of his hands. We expect no one know that the item has disappeared, and, as always, no one know our organization was involved. As always, if you are discovered the Society will deny any knowledge of the operation, and your membership in it."
The mouth dissappears. Only darkness remains.
About the campaign:
Well, you have read the idea behind this "test run"...About the recruitment:
Will do this as a Play-by-Post campaign over here. I want to keep it as a high pace game (at least one post a day, maybe more) with 5 players. It will be a fast game.
Your characters are part of a special secret Pathfinder Society team. You get your instructions directly from the Decemvirate, and are not supposed to let anyone know you are pathfinders, or what your mission is. But you have to follow the pathfinders rules. There is expected you don't do evil stuff UNLESS there are specific orders to do it. So in this mission you are not supposed to kill (or even hurt) anyone. Of course, you can defend yourselves from an attack.
Your characters have been part of the team for a long time, and it is supposed that you know each other and work "like clockwork" in a team.
Recruitment will be open until Sunday September 14th, so take your time to make a good proposal. Feel free to ask for questions and revisions.
I like my player's characters brave and heroic. Willing to save princesses and orphans, fight dragons and monsters, and stand for all that is good and defenseless.
I tend to ignore rules when they hinder the game, dislike min-maxing, and like roleplaying (but not self-centered drama).
In my games a character will not die unless his player is OK with it. But as Shepherd Book said about the bible and killing: "[is] somewhat fuzzier on the subject of kneecaps". Your character life is maybe protected, but his abilities, equipment and contacts are not.
I don't assign experience, but let the characters go up a level when it serves the story.
Don't really like alignment rules, specially lawful-chaotic, so I tend to ignore it. It will be hard for me to pick evil characters, and will prefer good ones.
I use D20pfsdr. If it is there (and its not third party) I will probably accept it.
No guns. Will be hard to be accepted as a ninja or samurai.
Experienced players preferred.
Rules lawyers and Min-Maxers will not enjoy the game. I tend to ignore Rules Lawyers, and exploit the "Min" of the Min-Maxers.
Be nice and friendly. Willing to have fun.
Point Buy: 25 points
Races: Core only
Classes: Core and Base (no 3rd party). No gunslinger. Will be hard to be accepted if ninja or samurai. Rogue Level 2 at least, a second class level 2 at least.
I don't want to go Gelstalt, so I go multiclassing. You character can be Fighter 4 / Rogue 2; Rogue 4 / Witch 2; Cleric 3 / Rogue 3, or Rogue 2 / Barbarian 2 / Sorcerer 2, for example.
HP: Maximum for chosen classes
Traits: 2
Hero Points: 3
Gold: 16,000 GP
No item over 2,000 GP
1 wand maximum (full charges)
10 potions/scrolls maximum
Spellbooks: You start with the normal number of spells, but you gain double the "new level" spells (4 for a wizard).
No Crafting feats. If your class gives you a crafting feat you can change it for another.
- Do a good background so I have more ideas where to game about. Add appearance and personality
- Be original
- I will check other games of the players, if you have a good track record, I will choose you
- Check Thunderbeard's post and make a character for a "role" that is not covered.
- Min-Max your character
- Have a characters that doesn't make sense, story-wise
- Make a loner or evil character
- Two words: Neutral Chaotic
I look forward to read your submissions and gaming with you.

Tom Weed |

I'd be willing to tryout. I'll put my lot up for the close combat expert and maybe sentry. My character will be a druid with an ape animal companion that focuses on grappling and earth based magic to change the terrain to one that favors us.
My character sheet will be up tomorrow night at the latest. One thing I want to know is if you'll allow the Boon Companion feat.

Doomed Hero |

I'm totally fine sticking with basic races. I prefer humans personally. Unfortunately, the concept I'm thinking of works best with the Dreamweaver archetype, which is normally exclusive to Changelings. I could take the Racial Heritage feat, but frankly, feat taxes on character concepts are the devil.
Would you consider allowing the Dreamweaver to be used by a human? (Or, is a Changeling something you don't consider a "weird" race?)

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So I am working on a Rogue 2/ Void Wizard 4. Building him as an infiltrator type. Plan to mainly take illusion and enchantment type spells, and also super skilled.
I was wondering if you would make an exception on the 2000 single item max for a bag of holding. They are 2500 but I felt like it would be something my guy would for sure have. Sneaking in to steal something and needing a place to put it.

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I'd be willing to tryout. I'll put my lot up for the close combat expert and maybe sentry. My character will be a druid with an ape animal companion that focuses on grappling and earth based magic to change the terrain to one that favors us.
My character sheet will be up tomorrow night at the latest. One thing I want to know is if you'll allow the Boon Companion feat.
Yes, allowed...
Caveat emptor: An ape companion? That could be a problem when you don't want to attract unwanted attention...
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I'm totally fine sticking with basic races. I prefer humans personally. Unfortunately, the concept I'm thinking of works best with the Dreamweaver archetype, which is normally exclusive to Changelings. I could take the Racial Heritage feat, but frankly, feat taxes on character concepts are the devil.
Would you consider allowing the Dreamweaver to be used by a human? (Or, is a Changeling something you don't consider a "weird" race?)
Dreamweaver... sounds nice...
Let's say he has Hag heritage, but very "diluted", so he is human, but is able to use the archetype.
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I was wondering if you would make an exception on the 2000 single item max for a bag of holding. They are 2500 but I felt like it would be something my guy would for sure have. Sneaking in to steal something and needing a place to put it.
No... better not open that can of worms...

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I present George Kinder. Rogue 2/ Wizard 4
I decided to just stick to rogue as you seemed unsure about Investigator. This build has lots of skills, lots of sneaky, and I focused on spells that were spy like. Going forward, probably Illusion, and Control with a mix of utility.
George Kinder
Male Human Rogue 2/Shadowcaster Void Wizard Age 30
N Medium
Init + 9; Senses Darkvision 60 FT; Perception + 9
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DEFENSE
--------------------
AC 14, touch13 , flat-footed11 (+3 dex, +1 nat)
HP 52
Fort +3, Ref +8, Will +5
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OFFENSE
--------------------
Speed 30 ft.
Melee
Rapier +3 1d6 18-20/X2
Melee
Dagger +3 1d4 19-20/X2
Ranged
Shortbow +6 1d6 X3
Space 5 ft., Reach 5 ft.
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SPECIAL ABILITIES
--------------------
Evasion
Shadow Spells
Rogue Talent - Fast Stealth
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STATISTICS
--------------------
Str 10, Dex 16, Con 12, Int 20, Wis 10, Cha 10
Base Atk +3; CMB +16 (misc mods); CMD +3
Traits:
Reactionary -
Magical Knack
Feats:
toughness
Improved Initiative
Skill Focus - Stealth
Skill Focus - Disable Device
Eschew Materials(Replaceing Scribe Scroll)
Skills (X Points - 1 class, 1 race, etc):
Acrobatics +8 (2 rank, 3 dex, 3 Class)
Appraise +9 (1 rank, 5 Int, 3 Class)
Bluff +9 (6 rank, 0 cha, 3 class)
Climb +4 (1 rank, 0 str, 3 class)
Diplomacy +4 (1 rank, 0 cha, 3 class)
Disable Device +18 (6 rank, 3 dex, 2 Tools, 1 trap finding, 3 skill focus, 3 class)
Escape Artist +10 (4 rank, 3 dex, 3 Class)
Fly +12 (6 rank, 3 Dex, 3 class)
Knowledge Arcana +11 (3 rank, 5 int, 3 class)
Knowledge Dungeoneering +9 (1 rank, 5 int, 3 class)
Knowledge Engineering +9 (1 rank, 5 int, 3 class)
Knowledge Geography +9 (1 rank, 5 int, 3 class)
Knowledge History +9 (1 rank, 5 int, 3 class)
Knowledge Local +9 (1 rank, 5 int, 3 class)
Knowledge Nature +9 (1 rank, 5 int, 3 class)
Knowledge Nobility +9 (1 rank, 5 int, 3 class)
Knowledge Planes +9 (1 rank, 5 int, 3 class)
Knowledge Religion +9 (1 rank, 5 int, 3 class)
Perception +9 (6 rank, 0 wis, 3 class)
Sense Motive +4 (1 rank, 0 wis, 3 class)
Sleight of Hand +10 (4 rank, 3 dex, 3 class)
Spellcraft +14 (6 rank, 5 int, 3 class)
Stealth +15 (6 rank, 3 dex, 3 Skill Focus, 3 class)
Swim +4 (1 rank, 0 Str, 3 class)
Use Magic Device +4 (1 rank, 0 CHA, 3 class)
Languages:
Common
Shadow Tongue
Celestial
Draconic
Elvish
Gnomish
Dwarvish
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GEAR/POSSESSIONS
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Money: 7530 GP 1 SP 0 CP
Backpack
Bedroll
Rapier
Dagger
Shortbow
20 Arrows
Masterwork Thieves Tools
Cloak of Resistance +1
Amulet of Natural Armor +1
Burglar's Braclets
3 X Pearl of Power - Level 1
Wand of Infernal Healing 50 Charges
4 X Potion of Cure Light Wounds
1 X Potion of Spider Climb
1 X Scroll of Hold Portal
1 X Scroll of Knock
1 X Scroll of Arcane Lock
1 X Scroll of Dispel magic
1 X Scroll of Gaseous Form
0-Level
All Zero Level Spells
1-Level
Infernal Healing
Shield
Expeditious Retreat
Mage Armor
magic Missile
Grease
Vanish
Feather Fall
Memory Lapse
Unseen Servant
Detect Secret Doors
2-Level
Knock
Spider Climb
Hideous Laughter
Resist Energy
Create Pit
See Invisibility
Invisibility
Alter Self
0-Level
Detect Magic
Light
Read Magic
spark
1-Level
Shield
Vanish
Mage Armor
Grease
Memory Lapse
Magic Missile
2-Level
Invisibility
Hideous Laughter
Knock
Spider Climb
Shadow Spell Slots
Unseen Servant
Vanish
===================================================
George Kinder is a very stealthy wizard. He began his life living on the streets. So he learned a thing or two about being
unseen. In his teenage years, he made the mistake of pick pocketing a wizard. This wizard teleported him to his tower. Over
time the wizard and George actually became friends, and this is were his wizardy began.
In Later years, he decided that a steady income would be nice. Not knowing were to turn, he decided to apply to the pathfinder
society. He figured he could be a good adviser or something. Surely they wouldnt send him on missions or put him in harms way.
It would be an easy income. or will it.....
Description
Ht: 6' 0"
Wt: 190 lbs
Age: 30
Hair: White
Eyes: Blue
Skin: White
He is a tall lanky Human wearing a black robe with hood, leather boots, and a backpack. His face is covered in a white beard
and a scare can be seen across is left cheek, just peaking out from the beard.

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Yes, I do much prefer Rogue to Investigator. Thanks.
George look good, but...
- Infernal Healing? What is wrong with CLW? Better of you change it...
- A lot of Pearls... well, ok...
Looks great, I have to say. He fits the role.
I cant cast cure light wounds. Infernal Healing is a wizard spell, and I happen to be a wizard. I will change it for something else if you would rather. I also have Infernal Healing in my spell book. Would you rather I swap that out too?

JoshB |

I was thinking about a Rogue 2 / Beast-Bonded Witch 4 with a Raccoon familiar with the pilferer archetype from the animal companion.
The idea being that the Bandit the raccoon is a much better sneak thief than Diego, the pc, and keeps his boss in trouble/on the run by constantly filching items.
Gives the character a tiny sidekick with really good climb, stealth, disable device, and sleight of hand skills.
Unless that's too weird or too "Guardians of the Galaxy" for you.

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The character so far. Trying for the quieter infiltration type.
Looking good... Only one trait?

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I was thinking about a Rogue 2 / Beast-Bonded Witch 4 with a Raccoon familiar with the pilferer archetype from the animal companion.
The idea being that the Bandit the raccoon is a much better sneak thief than Diego, the pc, and keeps his boss in trouble/on the run by constantly filching items.
Gives the character a tiny sidekick with really good climb, stealth, disable device, and sleight of hand skills.
Unless that's too weird or too "Guardians of the Galaxy" for you.
Sounds good, it can work out... But I would say a "loose cannon" raccoon would be too detrimental for the missions. Better if you all can count on it.

Tom Weed |

The 10ft tall ape being a problem occurred to me too. I'm going to increase his Int to 3 and give him a rank in the disguise skill. A bit silly I know, but hey weirder things have I seen in this game. Even better if we can get a good face person to play him off as a man with gigantism and his tongue cut out.
I also plan on giving him armor and weapon proficiencies to help with the facade.
EDIT: Just working on gear. Not being allowed to start with magic weapons is giving me a bit of trouble.

Gilthanis |

Still here, think of a character. Trying to think of a combination fir a rogue 2 / "X" 4 type character.
First thoughts are:
Barb 4: bruiser but there is already one
Sorc 4: charismatic enchanter :)
Cleric 4: sneaky cleric Gish :)
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Question: no item over 2000, does that mean +1 weapons are out since they are a minimum of 2300?

thunderbeard |

Hmm, what are your thoughts on a summoner? (Since summoners, while often considered op, are a lot less powerful when multi classed).
My thoughts, if I can put something together, would be either a bard, summoner, or inquisitor who focuses on using a combination of Detect Thoughts, Disguise Self and Message to fit into places through impersonation etc. and report back to the party. Summoner would allow deploying tiny summoned animals to scout around further, but an Acting-focused bard could be fun too.
As for bruisers, this would also be a really cool campaign for a proper brawler, because you might be trying to create as little carnage as possible and the martial flexibility would really help with that situationally.