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even though the design is a bit different from what we're used to seeing with orcs I feel like orcs and half-orcs have always been a little inconsistent and that's okay! Some half-orcs look like full blooded orcs and vice versa and some orcs by certain artists look more distinct. Wayne Reynolds also has his own style and some of the ancestries look a little different there. I really like Ulka's art and I am curious if we'll be seeing any more orcs in this kind of style
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i dont know if this is gonna be changed in the final version but i did always find it weird that in the playtest witchwarper was way better at using grenades and area weapons than mystic and now technomancer has feats and abilities that encourage grenade use but theyre ALSO still stuck at trained. I feel like it should probably increase to expert along with their weapons and it wouldnt break anything
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On a related note, it is a little weird how coordinated fire works with Drone as opposed to a turret. It makes sense that both subclasses have access to it and its a neat "teamwork" style ability which I think are always cool but spending two actions to let your companion make an extra strike feels very redundant in my opinion since you can command them to make two strikes or even use two of your actions regularly to give them three. It feels like for the Turret, this ability works great, essentially ranged double slice, and works well with the Turret sharing MAP with you and not being a proper minion, but it doesnt quite work as well for the Drone. I feel like in cases like this, it would be to each subclass's benefit to have a slightly different effect (kind of like how the multidisciplinary mechanic feat has the three discipline options nested under the one feat. I could see there being an alteration for drones specifically under there to make it work better)
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1000 percent agree. I feel like Technomancer is an amazing example of how to build a class oozing with personality and flavor. In particular the Programming Languages are my favorite since they tell you not only about the world but about who might use it while reinforcing that flavor text with fitting mechanics. I genuinely love it and I think its a great example of how even just taking familiar things like the Widen Spell spellshape and giving it a new name (Denial of Safety) along with a new mechanic really helps sell the whole fantasy. The original technomancer was great but it absolutely felt closer to a "space wizard" than a true magic hacker, but this technomancer totally fits the class fantasy
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I really love the flavor of Viper and the idea of really focusing on spell gems and chips since its a surprisingly underutilized space for a caster class but I do agree with some of the observations here on the mechanics needing to be cleaned up. I feel like early on there's definitely a sense of awkwardness that comes with your overclock and spellshapes being reliant on spell gems and chips which means you can run out of your class resources a lot more easily than say DPS++ or Fortrun can. (I also do agree that Spell Circuit feels a bit underwhelming. Its not the end of the world but I feel like the benefit is kind of niche). That being said it is super cool that you can do some weird stuff like casting an off-tradition spell as arcane when you overclock, its really cool. I love the concept and vibe of Viper.
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I like Technomancer a lot but i feel like for being 3 slots per level i do actually wish its mechanics had a bit more juice. Having to wait till level 3 to get access to jailbreaks feels really weird since its like, half of your class mechanics and you dont get it at level 1.
Of course, we don't know how the final version of Mystic or Witchwarper will look but going just off of whats been shown so far, Technomancer feels a bit reserved in comparison, and with Overclock relying on casting spells either with slots or with your focus pool, having less slots than the other two casters might be even rougher on them since Overclock encourages you to use them to gain access to most of your abilities
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i do also kinda wish they got more skills. Witchwarper from the playtest is also INT and gets like 2 more skills than the Technomancer does while also having more hp and slots so it feels a bit odd (unless they change that in the final version)
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there's also the weirdness of Overclock where your most recent action has to be a spell you cast and RAW it has the same issue as Magus's arcane cascade premaster where you couldn't say, cast a 3-action spell (like Servoshell's summon robot) and then Overclock as your first action on the next turn. I feel like the action economy could use some cleaning up because theres some stuff that doesnt quite function properly and I don't think thats the intent but its still worth mentioning. (on a related note, while I understand why Overclock doesn't work with cantrips I feel like it maybe should? Focus spells technically count for Overclock so its a bit funky that cantrips don't, admittedly this isn't that big of a deal though and mostly only gets kinda weird on Viper with some of their shenanigans with spell gems n chips)
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my guess is that its also a matter of timing, the OGL debacle forced the SF crew to get cracking on SF2e and trying to fit everything in one book would have probably taken a lot more time so splitting it up a little and dedicating a book to tech stuff and 2 tech themed classes was probably the best method to keep on schedule and keep the quality high
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I really like both of these classes from an initial read, I have some concerns about the early game of the Technomancer however and its power level, it seems to be a bit weaker than Mystic and Witchwarper. I think later on it starts to come together more as you obtain jailbreak spell and more feats like the ones that let you stack multiple spellshape effects but before then it feels like its a lot more limited imo from my initial read. Less skill profs, hp, slots and about the same number of features as a witchwarper early on. I wonder if baking Jailbroken spell in at level 1 might alleviate some of those early game concerns? From my initial read it def seems like the 3 slot chassis makes sense for the late game but not for the early game due to how its abilities work and when I built some technomancers at level 1 it felt like huge parts of my kit were crucially missing and I didnt have the same kind of power as I might on the other two SF casters but this is all just an early impression, my thoughts may grow and change as I sit on this information (that being said, on a conceptual and vibes level, these two classes are on point, I really feel like they nail the concept of feeling "techy" with being able to modify or overclock tech items and such and theres a lot of cool ideas!!)
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these changes look great but I hope the multi-hand rules are very carefully considered if theyre as unrestricted as this blog might imply. Having the potential to wield a 2-handed weapon and keeping a hand free for maneuvers and items is extremely powerful. I didn't hate the old method of hand management and the errata letting you get minor utility benefits like being able to climb with those hands while the other ones are free. I def understand wanting to buff multiple arms to feel as cool and exciting as the power fantasy of having them but PF2e and by extension, SF2e are systems where theres so many assumptions around only having 2 hands and being balanced around that. Even just opening the other hands up to items and actions is still a lot even if they cant wield weapons or shields. Aside from that though the rest sounds amazing and im excited to see the final version!!!
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I really like the concept behind this cover but the white font on the baby blue color for the frame is kind of... rough for accessibility, I really hope next time higher contrast colors are picked and people who are colorblind/visually-impaired are kept in mind when designing these
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something that might be good to clarify or errata at some point is how Soldier's Primary Target works with Area weapons since RAW it...doesn't? But it seems like it should based on abilities keying off of it for Area Weapons. A lot of people ive seen have just been running it as like "you can normally not make regular strikes with area weapons but you can only when you use primary target" but i have no idea if thats intentional
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I'm really excited to hear that you're considering ways to link 3 part APs in some cases, its not needed for every story but I think that sounds like a really good compromise for those wanting to go 1-20, having your cake and eating it too so to speak. I think that also helps with some cases where folks have complained about an AP changing its premise too much over the course of 6 books (something ive seen a lot with Extinction Curse or Blood Lords) but with two linked 3 parters those might have been received a lot better theoretically.
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I'm LOVING the cover art and the new logo, its giving like 80s space anime and I'm super into it. I can't wait to learn more about the new Solarion as well, Pahtra being in core and as one of our iconics has me super excited!
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yeah multiple regions in the same setting are a much safer bet since people don't need to completely relearn the lore and history of the entire setting, in areas like Tian Xia there are some familiar deities from the Inner Sea and ancestries we recognize as well, which makes it a lot easier to introduce folks to areas in different regions due to those bits of connective tissue. Entirely different settings can be a risk but that's not whats happening here.
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Yeah and like, I don't know if thats the intent or not, maybe this is just an early playtest thats a bit stronger/overtuned than most pf2e casters because its a playtest but its a bit unclear if thats an intentional boosting of overall power or an accidental one
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im a little sad to hear that domains are getting removed from exemplar but otherwise everything else im pretty happy with, domain spells are cool and getting an archetype for it is a fine compromise, I just have a craving for more focus martial classes haha
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Yeah, like, I'm not against SF2E casters being beefier to account for the firearms everyones gonna have, but if they're meant to be balanced against PF2E casters they should probably not have 4 spell slots per level like a sorcerer to justify the increase in defensive stats, vitality network & connection benefits That being said, If SF2E classes are meant to be better than their PF2E peers im ok with that too but I just think it would be nice to know if thats the intent or if these are just some playtests that happen to be swinging pretty hard on power before they pull some stuff back just so I dont keep comparing them to say, sorcerer when I shouldnt be
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also in terms other things mystic related, im loving the feats tbh, there's a lot of really fun and cool options! One of my biggest pet peeves about playing a caster in pf2e is that feats can often feel pretty underwhelming or uninteresting so seeing stuff like network spell or memory bank are really cool and interesting! (Animist is in a similar boat with having stance feats for a caster which is really fun)
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im loving the mystic so far, I just have some questions/concerns on class balance and such for Starfinder 2e classes. I know the metas are different hence why certain options come online earlier such as flight but are the classes still meant to be comparable balance-wise to PF2e classes? If so, the mystic is currently REALLY strong (and I love it) but getting sorcerer amount of spell slots + a blood magic esque effect + a focus spell + vitality network + better hp and armor than a sorcerer means Id probably never want to pick a primal or divine sorcerer ever again with mystic on the table.
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Thank you paizo, as an artist I respect you for taking a stance on this unethical practice, you can't remove the processes and the artist from the art, whether it be writing, art or otherwise and a lot of people don't really understand why when they look at a pretty picture it made from stealing the hard work of artists who did not consent
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Sakuachi isnt a mary sue, its pretty clear that the writers were aware such a criticism would be made in the AP itself and included a sidebar to help explain that Sakuachi isnt mean to overshadow the heroes. She doesnt fight and basically fills the role of what would have been a magical relic in another adventure but I like that she's her own character. Having a friendly NPC to travel with the party is fun and the party is already fulfilling the role of a "chosen one" in a traditional story, just through an ironic lens.
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I love the cover art, I'm guessing that must be Sakuachi on the front, I love their design and I'm genuinely excited to meet them! I'm hopeful that their handling of Erutaki culture will be more sensitive this time around and Sakuachi seems like a cool NPC from what little we know of them from book 1
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having more 11-20s would be nice, Id love it if we had 11-20 APs that could work well as "followups" to 1-10 APs but I understand thats a difficult task to manage, I just think of how Devastation Ark for Starfinder has a lot of lore and thematic followups to Dead Suns while still technically being its own AP
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ooooh thats a cool idea! Heck, theres a lot of fun to be had with the idea of breaking a 6-part AP into two-3 part Arcs since thats essentially what I did with Strength of Thousands, turning Books 1-3 into the student focus and then edited Book 3 to be about proving your worth and graduating with books 4-6 focusing on the professor stuff and the other regions of the mwangi expanse (even though I did tweak things a bit to make it work that way)
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On the topic of this AP though, Im very excited, I love APs like this or Outlaws of Alkenstar that are just begging for specifically themed parties to play in! Plus the idea of treasure hunting and spending time in Highhelm as a party of dwarves and such is very exciting! I can't wait to see what this one holds
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I love both 3-part and 6-part APs but I think a neat compromise could be to have Two 3-part APs that can go together but are otherwise separate arcs (which I know is a lot to ask) but I can see how some 6-part APs already kind of play with this idea like how in Blood Lords, parts 1-3 and 4-6 while connected, seem to form two arcs in of themselves, that being the whole "proving yourself to be blood lords" and the "now we're blood lords and getting more involved in the plot and politics" so to speak. I know Keftiu has mentioned an 11-20 darklands AP that could serve as a possible followup to either this AP or Abomination vaults since it deals with themes of the darklands and underground most likely. Likewise there could be something like a 1-10 AP set in Tian Xia as self contained story leading into the Fists of the Ruby Phoenix etc etc I would hate to see 1-20 APs go away entirely but I do absolutely love the 3-part APs and the many new stories we're able to tell as a result! Outlaws of Alkenstar wouldnt exist if 3-parters didn't and I'm excited to see what else is coming, so I feel like its ok if 3-parters are much more common and 6-parters are sprinkled in every now and then after some 3-parters but thats just me
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thats fair, I feel like divine magic is odd because the others kinda just get away with being vague and not entirely explaining where the magic comes from in specific terms but divine magic is a little strange since it tries to make explicit connections to "Gods" but then that makes me wonder how that system works, what makes a non-divine being capable of granting divine spells? Do they simply "become" divine when they reach a high enough level? Theres a lot of little things that get me wondering I like the idea that belief is tied to divine magic but then I get confused with classes like Witch that use Intelligence and can still tap into the divine or Oracles who don't need to worship a god
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this makes me wonder where divine magic itself comes from since classes like Oracles can bypass the whole god thing and still make use of divine power, is it like how druids use the magic of the natural world but instead of the natural world its just the energies of the outer planes themselves or something?
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Does Paizo or any of the executives have anything to say about Diego's posts on twitter about how he was denied a promotion because he didn't "need" it or he was "emotionally unstable" based on posts from many years past on a private vent account where he discussed his past struggles with mental health? Don't get me wrong I support this, but this feels a little hollow coming from those same people
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Also just because other people may have more diverse friend groups or know Jewish folks doesn't mean that "suddenly a bunch of people are claiming that their imaginary Jewish friends are happy with the change" Like, YOU might not know very many but that doesn't speak to other peoples experiences and assuming as such is very rude and doesn't help your argument any
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Not assuming tone is fine and all since it CAN indeed be hard to judge tone, but that doesn't mean its impossible, and after seeing dozens of messages like it, I find it hard not to notice patterns of wording used and the ways in which such messages have been used before to shut down people's complaints and tone police
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One can also be "rude" while demanding for accountability and change and seeking improvement and it does not invalidate their concerns or their points. Being on the moral high ground means little when there is active Injustice at play
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Welcome to the shining city of Vigil. It is here that the Watcher-Lords of Lastwall have stood for 900 years against the hordes of Belkzan and kept a stoic watch on the dangerous lands to the north that house the tomb-prison of the Whispering Tyrant. A young and enigmatic leader has assumed the mantle of Watcher-Lord, Ulthun the 2nd a paladin of Iomedae elected by the Precentors Martial for his chivalry and righteousness. The millennia long war against the Orc hordes have been marked by a slow retreat. After four hundred years, the many fortressed Sunwall was over run, its brilliant castles now occupied by the same Orcs it repelled for centuries. The second line, Harchist’s barricade held for nearly two hundred years until it too was overrun. The third line established was the crude Hordeline, an earthen rampart with logs hacked into spikes. It fell the same year it was constructed, now for the last century, Lastwall has held the line several miles south of the North Path River. For the last five years, there has been an influx of money and soldiers to Lastwall, bolstering the tiny nation’s numbers significantly, whether they come to fight Orcs or train in the prestigious Crusader War College. Ulthun and his Generals have decided to use this good fortune to make a push back into Belkzan, hopefully regaining the Sunwall and maybe wiping the Orc scourge from the face of Golarion forever. It is being called the Second Shining Crusade. It is under this pretense that a declaration has come from Lastwall, hung in pubs and announced by city criers all across the Inner Sea calling for all those who would fight to bring safety to the world and protect the common folk. Heroes will be forged and legends created. You have heard rumors that the real reason is a more desperate and dangerous one. You've heard the Orcs are stirring, some say massing. No one knows why and you're unsure if it's just the talk of pub gossips. In small print near the bottom of the notices it mentions 5 gold a day for mercenaries and skilled fighters who have no wish to take the knight's oath. The Request says that all who wish to join should be to Vigil by the last day of Summer, which to your reckoning is about a month away. Campaign Style: The people chosen for this game will likely be grouped into a type of special forces recon unit sent into Belkzen to operate alongside and apart from the main crusade force, dispatching foes, uncovering intelligence and so forth. Character Creation:
Alignments: Any but be warned that Lastwall is a particularly "Paladiny" Nation and any overtly super evil people would likely not get a ton of help if not be down right killed if they go all murder spree. Then again, if you can't torture an Orc, how are you supposed to get information? Am I right? Sources: Most Paizo and ask about 3rd party. House Rules: I will allow Inherited templates at creation on a 1 cr for 1 level rate so long as I approve the template. In game, a player can earn the ability to purchase acquired templates at a rate of CR * 20,000xp. IE a CR +2 Template costs 40,000xp. Also must have my approval and fit with the story. None of that, "Suddenly, I'm a Vampire." jazz.
Ability Scores: 20 point Buy on a 1 for 1 basis. No stat over 18 before racial modifiers. HP: Full for first three levels. Bonus roll after that( Bonus roll means that you can roll to try and get higher but can never get lower than half your hit dice. IE a d6 class is guaranteed 3+con but can roll higher while a d10 class is guaranteed 5+Con but can roll higher. Character Backgrounds: Skirt length is fine. I do like this particular method however. Include ambitions, personality traits, reason for wanting to fight in Belkzen. Also secret that your character knows and a secret about your character that they don't know. And then for fun I'll make up a secret about your character that you have no idea about. Muuaa Haa Haaa!
They began appearing in taverns and on town notice boards all over the Inner Sea region. From the remote desert villages of Osirion to the very halls of the Grand Lodge itself. A cream colored scroll of fine quality bearing the battered shield sigil of the nation of Lastwall. It reads, Skilled warriors and adventurers of the Inner Sea region. The Bright Crusade calls for aid. Allies of good make haste to Vigil. The situation is dire. We need the service of powerful individuals. All sellswords, and normal militia that respond will also be welcome and compensated. It is signed May you be forever in the light. Make haste, Magic Precentor Veena Heliu Character Creation: Starting level: 5th Using Automatic Bonus Progression. Chawful trait lets you waive law chaos for one class. Bonus feats! 2 at first level and then one every level you wouldn't gain one. Allowed Material: All Paizo. DSP Psionics, PoW Races: All paizo. Starting Wealth: As per WBL. Fast Progression Points: 20 PB No score below 8 or above 18 before racial mods Alignment: Any non Evil. And if you must be CN please don’t be disruptive. 3 Traits. Max HP per level Player expectations: Please be polite. This is a homebrew campaign set in Golarion so I reserve the right to tweak things once in awhile.
Feel free to collaborate on backrounds. This will take teamwork and great trust in light of the dangers you are to face, loner tough guys will have to lean on others far too much to maintain their loner status. Expect dungeons! Forest and survival! Mountains and snow! Primordial creatures! Fort infiltration! Search and rescue! And all sorts of fun! Being able to help me track loot, maps and combat is a plus. Because i suck at the maps for combat. So theather of the mind if no one can help out. Please let me know of absences that will be more than a day or two. I will do the same. Please be active in the discussion thread. I’ve found that games where the players engage out of character tend to last much longer. Things about the setting! This will be set primarily in Belkzen, but may extended into Ustalav.
Belkzen is a dangerous wasteland. Inhospitable, and filled with deadly fauna. It is also home to massive tribes of orcs, with warbeasts and scouts, hunters, villages, fortresses and the like. Orcs are generally CE and all adults fight, men and women alike. Belkzen is also currently a war zone making it even more treacherous than normal. So while not useless, builds that FOCUS on social aspects versus survival and combat may have a bit of a hard run of it. The crusade is in it’s second year and is failing. What started as a holy crusade has become a destitute struggle for survival as the forces of Lastwall were met with overwhelming unexpected resistance and a much more coordinated orc force than they expected or were prepared for. If you want to know more about the tribes of orcs, gallowspire or the walls of men within belkzen let me know. Otherwise you will find out in character.
Welcome to the shining city of Vigil. It is here that the Watcher-Lords of Lastwall have stood for 900 years against the hordes of Belkzan and kept a stoic watch on the dangerous lands to the north that house the tomb-prison of the Whispering Tyrant. A young and enigmatic leader has assumed the mantle of Watcher-Lord, Ulthun the 2nd a paladin of Iomedae elected by the Precentors Martial for his chivalry and righteousness. The millennia long war against the Orc hordes have been marked by a slow retreat. After four hundred years, the many fortressed Sunwall was over run, its brilliant castles now occupied by the same Orcs it repelled for centuries. The second line, Harchist’s barricade held for nearly two hundred years until it too was overrun. The third line established was the crude Hordeline, an earthen rampart with logs hacked into spikes. It fell the same year it was constructed, now for the last century, Lastwall has held the line several miles south of the North Path River. For the last five years, there has been an influx of money and soldiers to Lastwall, bolstering the tiny nation’s numbers significantly, whether they come to fight Orcs or train in the prestigious Crusader War College. Ulthun and his Generals have decided to use this good fortune to make a push back into Belkzan, hopefully regaining the Sunwall and maybe wiping the Orc scourge from the face of Golarion forever. You have been selected to be a part of an advanced scout troop, set to go before the newly named Bright Crusade to skirmish and trailblaze, making your way north of the river to scout out the once held Hordeline. The army will follow behind and when it catches up to you, the Generals and Watcher-lord himself will await your report. Character Creation:
Starting level: 3rd Allowed Material: All Paizo. Races: All paizo, but Core will be preferred. Starting Wealth: As per WBL. Points: 20 PB using the 1-1 system. No score below 8 or above 18 before racial mods. Alignment: Any non Evil. 2 Traits. Max HP at character creation(up to 3rd level) then roll after that. Player expectations: Please be polite. This is a homebrew campaign set in Golarion so I reserve the right to tweak things once in awhile. I will try to post multiple time per day during the week and will likely(Though not always,) not post on weekends. Please write a background and include character motivations and what you would like to see in this campaign and what goals your character would like to achieve. We will likely be using the mass combat rules a little later, but I will be making some changes to the leadership score concept. Including the ability to use scores other than CHA to generate your bonus. Recruitment will last through this weekend unless interest really slows down before that.
The air reeks of salt and rot. The dark burlap over your head does nothing to block out the fall scent. If you would have to guess, you were in the pier area of Monsulla as the salt runoff from the mines is always amplified by the smell of the ocean and nowhere else is the smell of rotting wood so prominent. One by one the sound of the burlap being removed from the heads of your peers gets ever closer to you and then suddenly you can see again. It is dim light, you appear to be in a warehouse, and light comes in through the slat walls and the cracks in the roof. Several torches burn and there is a brazier several feet in front of you giving off a pleasant aroma along with the basic woodsmoke. There are ten in the line, total and you feel as if you’ve just awoken from a very pleasant dream, the last thing you remember is the previous night. And now you’re pretty sure of what is happening. The man removing the burlap reaches the final bag and whips it aside, walking with a practiced gait, he stands behind the brazier in front of you all. His clothing is black and fine cut, practical and not gaudy. He wears a sword at his hip and a loose black hood rests about his shoulders. Appearing to be human and in his mid thirties he has a roguish brown beard trimmed neatly and tightly cropped swept back hair. He speaks with a confident drawl, smooth and intelligent. ”Welcome Initiates, to the Shadow Syndicate.” he spreads his arms wide and bows his head slightly. Reaching into his waistcoat, he pulls out some papers, they appear to be files. ”Yes, yes. They did say that this crop was promising, and very few would need to be weeded out. And I must say that you all have quite impressive resumes. I feel blessed by the Dark Ones to be assigned as your Commander. My name is Darkheart Joran. I am pleased that you all received my letter of invitation. And now that you've been delivered to me we can begin our initial briefing and training.” He begins to pace about, perusing the files in his hands occasionally looking up to glance at whomever he happened to be reading about.
Hi all, I am working on a homebrew idea that I think would be pretty fun. And this is an initial interest check to just see if anyone would be interested in this type of things. My game will be pathfinder, and set in a city (working title) of my creation that exists in Golarion. The Dark Ones refer to a secretive group of powerful people that run a syndicate within the city and maybe Golarion at large. Assassins, thieves, businessmen, there are many who belong, and the dark guild has high reaching aspirations. The players would start off as initiates, men and women willingly come, or taken as payment. I would be using a job system to advance the plot, sort of like missions, with side contracts available to gain wealth and experience. I also have a ranking system that would allow for the requisition of gear for use in the field from the guild itself as players gain prestige within the syndicate. If anyone remembers running the assassins guild in Assassins Creed, it is sort of like that but you're not the boss man(yet). Anyway, let me know what you think and maybe in a week or two I'll start an actual recruitment thread.
In my campaign we do random loot rolls and one of my PCs got dragonhide armor, I get that the armor itself is a little harder to destroy, and the armor get energy resitance but it doesn't confer it to the player... am I missing something, I'm by no means a veteran player or GM but this just doesn't seem useful. |