You might want to look at Distant Worlds which offers some connections that might help. Spoiler:
Distant Worlds suggests as an adventure hook putting a portal (which is revealed when a puzzle is solved) to Aucturn under a pyramid. Later in the book, they explicitly suggest a Chariot of the Gods scenario, saying that some believe ancient Osirion was visited by extraterrestrial life. There's a twist though since some suspect that influence came by way of Aucturn and was tied to the Dominion of the Black.
There's at least stuff to steal from Numeria that would be appropriate even beyond the technology and the crashed spaceships. Spoiler:
If you want secret aliens, check out Hajoth Hakados in the Numeria book. Of course, that's just setting stuff - no adventures. Definitely look at the Technology Guide, like Eltacolibre suggested. That will give you energy weapons and stun batons and the like. It haven't read through Strange Aeons, much less used it, but based on the synopses for the last three books, I strongly suspect there is plenty to be mined there. Also, Bestiary 5 had some aliens that are probably of relevance. Specifically reptoids and Anunnaki, but there are some other alien type things also. With respect to third party, while I haven't read it, I suspect Legendary Games' Legendary Planets adventure path will help. Apparently it uses portals a lot. That would probably be most useful if you wanted a jumping off point for actually using gates. I imagine you're looking to keep the adventure on Golarion though? Not an adventure, just a supplement, but Legendary Games also has Beyond the Void which looks like it might be useful - it has an alien embryo implantation spell... Sorry I don't have more adventure recommendations, but maybe one of these will help.
Not sure if this would be helpful or not as it's mostly focused on benefits specific books can provide, not libraries, and a lot of the benefits (retraining, etc.) would not fit what you are looking for, but Mundane No More has ideas for things to do with non-magical books. In addition to providing ideas for effects studying books can have (including but not limited to research bonuses), it has some specific book examples. It also has a page about rules for getting information from "dungeon guides" which sounds like the kind of books you are specifically interested in. (I'll have to check out the research rules in Mummy's Mask - that sounds interesting.)
Even without using attack spells, it's nice to be able to hit the recharges - but more importantly wisdom is just a nice ability to have in Skull & Shackles, showing up in a lot of checks including those pesky ones to defeat ships. So the approach I took was to keep my strength and wisdom bonuses mostly even. We're through half of adventure 4 (well, the second half of four - we missed the first two but caught the last two) and so far the bonuses I've taken were wisdom, strength, strength, and wisdom. Those have worked out pretty well so far (though the exact order I took them in I don't think mattered that much).
Character Name: Damiel
Character Name: Oloch
Character Name: Alahazra
Character Name: Lini
I did think it would be interesting to see December holidays from an Ustalav perspective (after all, December is Kuthona...). One of the holidays in Kuthona is the Night of the Pale on the 31st - which the ISWG says is a day when people wait indoors for the ghosts of people who have died in the last year to pass by. That sounds very Ustalav. There is also the Desnan holiday of Stardust which falls on the sumer and winter solstices. Not creepy sounding (though it might be more interesting in Versex...) but I'd like to see a creepy take on it. Along the same lines, I'd love to see a creepy take on Winter Week - which seems to be about right for Elf on the Shelf. (Unless you go with Stardust or the winter solstice holiday of Crystalhue which is celebrated by Shelyn followers.) This is not in Kuthona, but Pharasma gets one special day, and it's creepy. The 5th of Pharasma is the Day of Bones on which apparently "Pharasmins parade the recent dead in a procession, then inter corpses for free." Sounds pretty creepy!
Regarding Ustalav, for $10 (through tomorrow) there's the campaign setting book Rule of Fear which is a pretty good introduction for the price. And, by the way, I think a community project is a great idea.
isaic16 wrote:
Thanks for the feedback! I picked these powers in part because I knew they would be more likely to be acceptable to players since they aren't wholly new, and I must admit I like the feel of how they work in game, too. But, I take your point about how powers that other characters already have might make a new character not be interesting enough; I don't think I really considered that enough. I think your suggested skill and card feats seem pretty reasonable. I might let the weapons go to 3 if I keep the dexterity high (not sure what I'd cut, though).
gavin kerr wrote:
I like it! We seem to have been thinking along similar lines there. Interestingly, the two other things I considered trying to put into the powers were something to do with animal empathy or something to do with poison, but I couldn't quite think of something I liked for either of them. Actually, for the last power, I originally considered saying that for an encounter with a rat he could banish the monster and encounter a random boon of the type item instead. The problem with that was since rat isn't an attribute it's not as well defined as I'd like and, more importantly, there are very few rats in S&S so you'd never get to use it. It could probably have worked in RotR though. As I said, I had thought about adding something about poison, but I wouldn't have thought to put poison immunity; I like that you made that in to a defensive ability and not just an offensive one! What did you do for the role options?
I thought it would be fun to make a ratfolk alchemist/rogue. I tried to keep it flavorful and not make it too overpowered. He (who doesn't have a name yet) decided to go adventuring to see the world, make new friends, acquire lots of stuff, make the world a better place, and, well, because he got a little bored. He is crafty and nimble (like all ratfolk), but he's weak (being ratfolk) and he doesn't have much charisma. Having, say, taken a couple levels of rogue, he knows how to deal with traps, too. Strength d4
Hand size 5 [_] 6 [_] 7
Favored card type Item
Obviously I haven't figured out the skill or card bonuses, or roles yet. I gave such a high perception bonus because I couldn't really raise the wisdom any more I felt, but a high perception is one of the defining characteristics of ratfolk, so I tried to make it up in the bonus. The other sub-skill I considered was ranged, but I felt these fit the concept better in the end. The main things I considered changing were reducing the evade to an ability like Melindra out of the wizard class deck (so, make a stealth 8 [_] or 5 + 2 times adventure deck number to evade) but I thought this had better flavor and mechanics without being too overpowered. I was not at all sure about the way I distributed cards. The items is probably one too many; I was going for the whole pack rat thing, and he is an alchemist, but he gets one more than Damiel. On the other hand, he's both a rogue and an alchemist so it might be appropriate. I cut the weapons a lot to try to keep it balanced. You could increase the weapons and reduce items, I guess. (I actually played it with 2 armor and 3 blessings - but that's just silly.) I've only played him once so far, but he worked out okay. Input welcome! (Especially, is he a little over-powered?) |