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The Occult Adventures playtest has me revisiting Carrion Crown in me head, and considering running it as a Victorian era horror adventure, rolling across most of Europe. I was wondering if anyone had suggestions. The basic idea would be that the heroes are either agents of the young queen, appointed to investigate and resolve superstition and unseen dangers from her kingdom, or else locals hired in the small English town of Harrowstone. From there, they'd be hunting a terrible monster in rural France and tackling its creator in Switzerland. By book three, they're hunting werewolves in Germany. Book four becomes Cthulhu cults in Venice. After that, the trail leads them to either Greece or Cairo, to stop a war between vampires and witches. And finally the adventure ends in Jerusalem, stopping a new age of darkness from spreading out from the Holy Land and consuming three continents. Races would be limited to human, though I'm considering allowing Half-elves to represent high-born and educated nobles, and half-orcs to reflect hard-living, low-born commonfolk. Magic--both arcane and divine--is generally the prospect of old, superstitious entities or people who've struck dark deals with inhuman powers, so classes would be limited to Alchemists, Brawlers, Fighters, Gunslingers, Investigators, Rangers, Rogues, Slayers, Swashbucklers, and anything from Occult Adventures The rules wouldn't need too much tweaking, besides limiting races and classes. I would use the "Commonplace Guns" rules, and probably treat natural AC (at least for supernatural creatures) as part of the touch AC for firearms attacks. Also considering adding a dodge bonus to AC for each class based on their BAB, since armor will probably be uncommon (what with it being ineffective against guns). Any other thoughts or suggestions?
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One of the great highlights from last year's PaizoCon was getting to see dozens of different gamemasters and burgeoning writers put their spin on the setting with cool custom adventures and even new takes on the system. Let's start a running list of what will be run this coming year and who might be interested. Last year's format was very effective, s let's just borrow from that. Be sure to include the following in your pitch: Title of the game
Toying with the idea of a late-Renaissance/Age of Discovery campaign done with the PFRPG, but I’d like to keep magic mysterious and difficult to obtain. This means dropping the magic-fixated classes (Cleric, Druid, Sorcerer, and Wizard) and eliminating spellcasting from the remaining classes. I don’t mind keeping supernatural abilities the classes may provide, as those can simply be explained-away as ‘cinematic,’ but how do you adjust and compensate for a Paladin’s loss of spells and turning? Or a Bard’s complete loss of magic? Here are my thoughts: Bard
Paladin
Ranger
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