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Hi everyone, I'm wondering if anyone would be able to give me some advice regarding how to accomplish the following goal: In the campaign I'm running, the PCs will soon join/build a small faction that's primary purpose is hunting down the Night Heralds and their myriad cults and other agents of the Dominion of the Black. The story I have in mind is too large for just the PCs to venture everywhere and do everything, so I'd like to be able to have them form teams of NPCs, either those they recruit or hire, to help them on those side missions. My question is, what rules set should I use, or does one even exist? The PCs are currently using the downtime rules, and I was thinking of perhaps using the rebellion rules in Hell's Rebels with some tweaking to send out these "teams" to infiltrate cults, find information or eliminate specific threats. Does anyone have any thoughts?
My PCs happened to kill a nest of harpies that had an egg. The PCs are generally good, and they've decided to take the egg with them so it won't die...possibly even raising the harpy to be 'good'. Anyone know anything about harpy gestation an growth rate? I looked in Mythical Monsters Revisited, but I don't see anything about growth rate. Kind of hesitant to let them raise it, but might be interesting to watch. Anyone have any advise on handling it?
Hi all, I'm just wondering the opinion/thoughts of the Pathfinder Community on Psychic duels against boss NPCs. I've had one of my players use it on the NPC, which then essentially disables it for the other players in the real world, which can attack it at leisure. Sure, the dueling PC is gambling their own life in the duel, hoping the team takes out the monster, though I'm finding the potential abuse of that spell could be problematic later on. One way to help stop it is include other NPC's with the boss, but that's not always viable. Does anyone have any comments or advice? Thanks!
Hello! Looking through my copy of Occult Adventures, I couldn't help notice the 'Order of the Eastern Star' cavalier order and compare it to the 'Knights of the Eastern Star' element of the Knights of the Ioun Star faction in Occult Mysteries. According to Occult Mysteries, the Eastern Star subfaction was concerned about searching the lands beyond Imperial Azlant's borders looking for secret lore, and the cavalier order presented in Occult Adventures says the order exists to keep dangerous secrets hidden from the world and protect it from horrible threats that are not mortal... So, my thoughts are this: were the Knights of the Ioun Star originally purposed with finding secret/occult lore and protecting the Empire from otherworldly/alien or aberrant threats, perhaps specifically the Azlanti's Aboleth masters? In more 'modern' Golarion times, certain elements of the Knights of the Eastern Star are looking for a new prophesized emperor of Azlant in the Windswept Wastes of Casmaron. Could they not only be doing this to restore the empire, but to perhaps defeat the aboleth or otherworldly horrors? Just wanted to share my musings...seems like a lot of good connection points to me. Wondering if anyone might have any further thoughts, especially connecting the faction to the Dark Tapestry.
Hello! I'm wondering if any loremaster's can help me with NPC reaction regarding Taldan law. I'm GMing a home game of the Dragon's Demand and need some advise on how to deal with the below issue. Please be advised there are spoilers for the Dragon's Demand here. Please don't read any further if you want to avoid any plot points from that fantastic module. So, I'm at the point in the module where the PCs become dragonslayers and agree to head to the Crypt of Tula to acquire the potent dragonslaying treasures within. They have done well to integrate themselves into the town and they are very trusted by the Baroness and the populace. Saying this, I'm having the campaign continue in Taldor for some time after the module is finished, but they will be moving to other locales later on. The PCs will be Knights of Taldor if they're successful in slaying the dragon and thus minor members of the aristocracy. According to some lore I've found on Pathfinderwiki, Grand Prince Stavian III has taken interest in keeping historic and cultural relics of Taldor within Taldor's borders. He's put heavy taxes and tariffs on such items to discourage them from leaving the Empire. All in all, I'm wondering what I should do about the treasure within Tula's crypt. The Baroness has asked them to treat the relics with respect and not desecrate the remains of the town founder, and I can see the PCs complying with that. She needs them to get these items to help save her town, but she'll also want to comply with Imperial law and try to ensure these items stay in Taldor after the PCs are done with them. Does anyone have any suggestions on how I should handle this? My initial thoughts on options are either: 1) The PCs return the items to the tomb after their finished (and miss out on a lot of treasure in the grand scale)
Any help would be appreciated!
Hello everyone! I'm attempting to create a mission-based system for a faction I'm creating in my campaign world, and I'm finding I need some assistance. I'm drawing my inspiration from Dragon Age Inquisition. Essentially, I'd like to be able to have the PCs send other NPCs of the faction on certain missions that help to evolve the story without going through every mission themselves. For example, the spymaster of the faction finds out that a shipment of X will be at location Y and it needs to be captured or destroyed. The PCs themselves are busy with plot Z and instead send one or more NPCs, sort of like an adventuring group to complete the task. The PCs will have to recruit various NPCs into their group and such, and then pick the right group for the mission. When the group is finished, success or failure, they report back to the PCs and that result helps or hinders them. That's the gist of it, though I'm looking to create an ideally non-complicated yet point-based system to do this. I was thinking something perhaps like the mass combat rules but instead changing some of the values to a small group, though does anyone have any suggestions? Any help would be greatly appreciated!
Hi everyone, I'm in the process of making a large, complex campaign using various Pathfinder sources; I'll post more about it later, though right now I'm scouring for information regarding the Aucturn Enigma and the Countdown Clocks. I've checked all the usual places (Occult Mysteries, Entombed with the Pharaohs, Pact Stone Pyramid, The Dragon's Demand, Doom Comes to Dustpawn, Iron Gods, Lost Cities of Golarion, Legacy of Fire, etc..). I think I've done a good job compiling the information I need, though one source particularly eludes me. Within the Pact Stone Pyramid, the module mentions the Sand Sage and his countdown clock, inside a small dragon statuette. His description also states he's seen three other countdown clocks, and Occult Mysteries says only 4 have been discovered as of 4714 AR. From my research, I've found the following clock: - Amber Chronograph (In the Slave Trenches of Hakotep)
So my question is this; where are the 'three' clocks the Sand Sage has seen? One is obviously the Amber Chronograph, so that leaves two. Yet, I am assuming the Sand Sage was not a part of the harrowing summoning of the Veinstone Pyramid in the past, and thus could not have seen the Countdown Wall. He waits outside of the Pact Stone Pyramid and awaits the PCs to tell him about any clocks they find within, so he couldn't have seen the Countdown Gem until the PCs bring it to him. So does anyone know of the other two he might have seen? I can always make their locations up myself (such as the lost city of Tumen), however I'm wondering if anyone knows more. Any assistance would be appreciated!
Hello all, Some of the players in my campaign are using the downtime to create businesses. The PCs feel that, by and large, the system does not really allow them any profit. They sink far more money into their businesses then they get a return for. I've explained that the downtime system is essentially an RP mechanic more than it is a gold producing one. The main income stream is still supposed to be adventuring. However, I understand the player's view points and desire to accomodate some of their desires by devising a system that gives them a little more income. One of my players runs a caravan and shipping business that's just getting off the ground. The other has created a magical academy. The one with the academy is desiring to use the War College idea in Inner Sea Combat, essentially creating a school with the academy. He's trying to combine this system and the downtime system which were never meant to be combined, and I'm having issues with it. Essentially, this long post comes down to this point; does anyone have any suggestions on how to either make the downtime rules generate a little more income, know a possibile bridge between the school and downtime systems, know a custom/3rd party system that might be better or have any other advise? Thank you for your assistance!
Hi everyone! I'm wondering if I could get some advice/help with designing a magical staff for one of my players. The theme is Nethys, specifically his domains of protection and destruction. If you're one of my players, please turn back, spoilers ahead. A little background: my PCs (level 12, tier 3 mythic) will be traveling to Osirion in the next little while and enter an ancient tomb-city where they'll find an old temple of Nethys. Within is a ghost of the high priestess who, in punishment for earthly transgressions, has been 'split' into two seperate halves of herself; one focusing on the destruction domain, the other on the protection domain. Her magic staff was split into two as well (literally, as if chopped in half), and each ghost wields a ghostly version of it. My party consists of a follower of Nethys (NG Human Wizard 5/Fighter 1/Eldritch Knight 6/Archmage 3), and this is his channce to shine. Essentially, Nethys has punished the ghost priestess by splitting her like he is split himself. She is to remain in the temple waring with herself until another worshipper arrives and settles the dispute between the 'better' of the two spheres. Enter the PC, who's given the oppourtinity for two choices...aid protection or aid destruction. Choosing one side over the other has reprocussions; the one the PC aids helps them against the other, and then gives them a boon depending on their sphere. The boon primarly being the corporeal version of their staff, one focused on either protection or destruction. However, there's a third option. If the PC can convince both ghosts the merit of both aspects and they are indeed one and the same (feed off one another), then both ghosts return to rest and their staves are joined with a more potent item, one focused on protection and destruction. Saying this, I need some help on exactly what versions these 3 items should take. Ideally I'd like to use craft staff for this, though a combat-oriented quarter staff would also work. A little more detail; the PC already has a legendary item, so I can't go this route. I'm also okay with the staff having divine spells even though the character is arcane, but any help on the staves would be appreciated. Ideally, I'd like the lesser staves (only one half) to be CL 8, while the combined one is CL 17. The lesser versions are not mythic, while the greater one can be (but it is not required). Thanks in advance for any help!
Hello everyone, I'm looking through the Guide to the River Kingdoms and there are locations present in the book that show as active to followers of Milani. Those locations are Artune and Liberthane. Both locations show followers of lawful classes (monks in Artune, paladin in Liberthane). I'm assuming these were written before Milani's CG alignment was fully established, so I'm wondering what I can change the classes to that would still be appropriate to the setting while still following Milani's printed alignment. I'm wondering if Brawler instead of monks and a warpriest instead of a paladin, though I'm curious as the community's thoughts. One of my players has his origins in Liberthane and I'd like the change to mesh appropriately. Thanks for your time!
Hello everyone! I'm making a character for a new Pathfinder game, where the PCs are level 7, the GM planning to use the mythic rules. I've decided on a half-elf cleric of Calistria(evangelist) archetype who specializes in enchantment, and I want to use some of the new material in inner sea gods. However, I'm kind of conflicted on which prestige class to take; evangelist (which fits with more than just the name), which would advance the sermonic performance, some of the lesser channel and give saving finale spell-like ability (useful with sermonic performance) at the loss of a caster level, or take exalted, keep the caster level, increase the oratory and, gain more enchantment abilities, improve the charm domain and get cha to AC down the line. I'm finding the choice difficult. Anyone have advice? Thanks for your time!
Hi everyone, I'm wondering if I can get some feedback and opinions regarding the Gray Gardeners, Norgorber and the Dread Dungeons. Soon my PCs will be heading to the Dread Dungeons in an effort to rescue the one person who can return Galt to a state of peace and prosperity, and I have some questions. First, I'm in the belief that Norgorber controls or at least heavily influences the Gray Gardeners. For my game, I'm assuming they combine his aspects as the Reaper of Reputation and the Gray Master, except instead of focusing on stealing wealth, they focus on stealing souls with the final blades. The Norgorber connection is at least evident with the Gray Gardener Inquisitor of Norgorber in the Inner Sea NPC codex. With this in mind, I'm also looking at Primarch Bremovir, the individual in charge of the Dread Dungeons. As from established sources, he seems to be a trickster of sorts, distaining the use of the guillotines, finding/building the Dungeons, grooming a double to die to a final blade and then escaping with a good amount of Galt's treasury. I'm wondering if I should have him be a follower of Norgorber as well, specifically in his aspect as the Reaper of Reputation, however I'm wondering how to justify his removal of power in Galt when his faith is similar to the Gray Gardeners, the true power behind Galt? Another idea I had was to possibly make the Primarch a servant of Abadar who was eventually corrupted by Norgorber himself. Does anyone have any thoughts or ideas regarding this subject? Thanks!
Hi everyone, This is my first post on the Paizo forums and I do hope this is the right forum for this question. I'm currently running a campaign that is going to shift its focus from the end of a heavily modified-version of the Realm of the Fellnight Queen (successfully concluded) to Galt, and I'm wondering if anyone could give me appropriate advice or sources so I can make this part of my campaign as Galtan as possible. After a little downtime in Andoran, celebrating their fame and hard-earned victory, the PCs will be going to Galt for adventure, but with the lofty goal of ending the Red Revolution for good. They are currently level 10 with 1 mythic tier. The goal of the group (numbering about 6 PCs) becoming the new leaders of the Red Revolution is easily obtainable for such powerful PCs, so I'm not worried about that, considering governments take root and disappear regularly. The trick in Galt would be to keep the power and successfully change the outlook of the people to stop the successive governmental instability. Through various research an adventuring, I've come up with various methods for them to complete certain actions that will help to ensure this outcome. Walking into the Revolutionary Council and just taking over won't work; they've got to get the support of the people, find the continuing cause of the Revolution, deal with the Gray Gardeners, etc before they can fully claim power. This part is covered and should be very interesting in the end, even for Mythic characters. I'm going to have them start in Woodsedge, which is close enough to Andoran where they're coming from so they can use their reputation/sphere of influence and count on allies there. Where I'm having trouble is finding the general outlook on the people of Galt. I've read various sources such as The Perfumer's Apprentice, The Secret of the Rose and Glove, and several sourcebooks, but I require more. The way I've designed Woodsedge so far is one where the city is wrife with various gangs, famine, plotting pathfinders and such, but I've a question on government. I'm assuming there's a senator who has some influence in the city, but would the towns/cities in Galt have a town watch? Various sources say the infrastructure of Galt has collapsed and it has no standing army. Are there militia's, a town watch, a semblance of civic order the Revolutionary Council has placed in its towns? The Pathfinder Tales sources seem to indicate there is some, but I've yet to see strong mention of this. I need to be able to set the atomsphere for them when they arrive in Woodsedge. Does anyone have any advice on the lifestyle, people, government of Galt I can use? Thanks for your time! |