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So I was Running Tomb of Anihalation for 5e but converted over to PF when the playtest launched. I am converting the adventure to PF2 rules and all that is going well and fine.

To explain what i need help with I need to explain the main plot (Spoilers ahead)
The Soulmonger, an artifact from another dimension has been brought to this world by a dimension traveling archlich. It has cursed the entire world and ppl who has been resurected or been brought back to life in anyway during their lifetime slowly starts to rot away. People who die cant be brought back by magical means. if you are dying Deathsaves are hearder to succeede with (Fort saves in PF2 to stop dying). What no one knows is that the soulmonger is actually harvesting the souls and the sould do not go to the afterlife.

What I need from you knowlageable guys is some information about cults/organisations that i can use in the campaign. And if possible in wich PF1 book i can find some info on them.

1:
I want an organisation that sees the Soulmonger as a blessing in disguise, that wants to protect it. they dont have to be evil. I want the organisation to value the prospect of everything being "fair" when you die you die, no matter who you are. they should be fed up that the rich, whom can afford to get resurected every time something happens, gets to live long lives without fearing death while poor ppl only get one chanse.

2:
I need a Town that resembles Baldurs Gate as closely as possible. Preferably as close to Mwangi Expanse as possible.

3:
I need a druidic group that works towards perserving life of the forests and fighting off undead and other things that can curse the wildlife

4:
I need a Shady/evil Mercenary organisation that also can do assassination jobs and such.

5:
I need another Mercenary order that preferably works out of the "Baldurs Gate Clone" and primarily works as hired lawkeepers or special forces in the army, preferably Lawful Neutral

Bonus question:
What can you tell me about Aldori Swordlords? what little information ive found about them has really intrigued me. Ive read about them in the Brevoy chapter of The inner sea world guide and what little ive found online under the Aldori swordlord prestige class and Aldori Defender Fighter option.

Thanks for your help!


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I know that there are some loud power gamers here that thinks "My character is awesome at everything? no weakneses? AWESOME!" But the majority of people seem to dislike the new skillsystem that adds your level to everything. Im wondering if any dev has commented on this yet somewhere that I might have missed it.


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I get that you have tried to make a streamlined system that works the same way for everything.. but I think it hurts the gameplay. Adding your level to all skillchecks gives you a dif of 5 between untrained and legendary prof. This makes for some unrealistic scenarios.. for example lets say i play a Fighter from level 1 through 20.. and during my adventures i never once play an instrument. at level 20 i meet a level 10 bard at an inn and he asks if i play anything... i say no and he tells me to give it a shot.. and it turns out that i play better than he does with my +18 to the check. It makes everyone sort of a jack of all trades and the difference between a Fighter and a loremaster trivial, even with prof bonuses and skill feats included.
I have made up 2 solutions to this and i think im gonna houserule and use one of them.

1:
Instead of adding your level to all skill checks you get skillpoints as you level up. you get your Int mod skillpoints and if your mod is 0 you gain 1 skillpoint every odd level and if your int mod is -1 you get one every 3rd level starting at level 1. you cant place more skillpoints in a skill than your level so at level 1 its caped at 1 and at level 2 its caped at 2 aso. all other rules remain the same. This allow players to feel more unique and specialize in what they want their character to be good at. it also makes INT a more apealing stat for none wizards, taking it up in worth to where all the other attributes are acording to me.

2:
This one will take more effort.
Ive made a dificulty scale that is static throughout the game. as seen below.

Trivial: DC6
Easy: DC DC9
Normal: DC12
Challenging: DC15
Hard: DC 18
Extreme: DC 21
Imposible: DC25

You proficiancy level doesent give you any +/- to skill checks. instead they move you up or down the dificulty scale for skill checks. Untrained makes tasks 2 levels harder, Trained is unchanged, Expert, Master and legendary moves you down 1,2 and 3 levels respectfully. So all the GM has to do is decide how hard the task a player wants to perfom is and sett a dificulty "Make a hard check" if the player is Master in that skill it goes down from hard to normal and he has a DC of 12.
Also instead of the DM giving +/- to the players skill roll he just adjust the dificulty acordingly. (Climbing up the castle wall is usually a challenging roll but since it is raining the rocks are slippery and it goes up to hard).
In this variant players never get any new +-/ in skills they remain the same (0+ attribute mod) only thing that changes is your prof-level wich in turn changes the dificulty.. if you are Legendary in a skill, Challenging tests become trivial for you.

I get that these might not suit other gamemasters or players but i find it more realistic and easy to use in my group.