Bounty Hunter

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qaplawjw wrote:
You mentioned looking for a god who could grant power regardless of a mortal's affiliation. I think most gods could do this, but it would be an unusual situation where they would want to grant power to someone who might work against them.

Yes in this case the people receiving the power would end up working for the deity (via some kind of loss of free will)- I had meant a previous affiliation with said deity. Like this region didn't necessarily need tons of their worshipers or anything like that.


Claxon wrote:

It is worth noting that the 4 horseman are only demigods instead of full gods, but they would actually work for what the OP is wanting.

I was only thinking of the major deities.

Yes, I should've been more clear. It doesn't necessarily need to be the top of the hierarchy, just able to meet my requirements more or less. I'd say like 2/3 (even half) is workable. I think what I've done so far is pretty homebrew enough to constitute more homebrew lol and I think the tone is more important so I don't have to shift it around too much.


I'm writing my own campaign and the only issue I'm having is finding a god/spirit/deity that does what I need it to do while keeping in the theme. I've searched multiple times for a cannon deity which i would prefer over making my own for it's connections to pathfinder history, etc. So I'm looking for suggestions of gods, spirits, higher powers that can fill these requirements more or less:

  • Can grant large amounts of power to humanoids no matter their affiliation to said deity

  • Could wipe out large amounts of a population (An evil alignment is preferable)

  • Could control large amounts of people in a general way (kind of like an extended charm person)

    I'm not read enough to know exactly the ways gods and deities can be exploited or used in pathfinder so if none of these things are possible that would be good to know and I can adapt to make this more based on my imagination than cannon pathfinder lore.

    CONTEXT (very basic): The deity took over a leader of a clan who was searching for power (not surprising lol) and in doing so descended down in the physical realm to exert their control over the entirety of the region. Said deity plucked several already-powerful individuals from the region and granted them more power via enchanted amulets to become their 'muscle' i suppose, at the expense of their free will. But also decided to use the normal people in the vicinity to become their slaves (to an unknown end for the pc's). But as far as the pc's are aware the citizens around are conducting business as usual (they're just kind of mindless and bland)(not as important). This is just a little bit of context but I haven't exactly decided on the deities end game in the area but it could change depending on who I pick!


  • I'm writing my own campaign and the only issue I'm having is finding a god/spirit/deity that does what I need it to do while keeping in the theme. I've searched multiple times for a cannon deity which i would prefer over making my own for it's connections to pathfinder history, etc. So I'm looking for suggestions of gods, spirits, higher powers that can fill these requirements more or less:

    Can grant large amounts of power to humanoids no matter their affiliation to said deity

    Could wipe out large amounts of a population (An evil alignment is preferable)

    Could control large amounts of people in a general way (kind of like an extended charm person)

    I'm not read enough to know exactly the ways gods and deities can be exploited or used in pathfinder so if none of these things are possible that would be good to know and I can adapt to make this more based on my imagination than cannon pathfinder lore.

    CONTEXT (very basic): The deity took over a leader of a clan who was searching for power (not surprising lol) and in doing so descended down in the physical realm to exert their control over the entirety of the region. Said deity plucked several already-powerful individuals from the region and granted them more power via enchanted amulets to become their 'muscle' i suppose, at the expense of their free will. But also decided to use the normal people in the vicinity to become their slaves (to an unknown end for the pc's). But as far as the pc's are aware the citizens around are conducting business as usual (they're just kind of mindless and bland)(not as important). This is just a little bit of context but I haven't exactly decided on the deities end game in the area but it could change depending on who I pick!


    Thank you, this is very helpful advice and I think I will probably attempt something along these lines!


    Hi so I've been writing my own campaign and so far I've completed one part of hopefully 3. Part one is set up as a focus on leveling up, getting comfortable with each other's characters and getting my players introduced and familiar with the area as they scout it out. The second part is going to include some kind of mass combat and war with the enemies of the area and the final part will be more story and puzzles to figure out how to defeat a 'final boss' so to speak. But for part two I'm having difficulty deciding if using Paizo's structure of 'warring' would work well in this setting. The players are coming into this area as a tipping point for the beginning of a war- so I'm not sure if I should have them use a kingdom I've prepared for 'their side' in advance as the proxy for their being able to compete in this war or just leave out the kingdom part of Paizo's war structure completely and figure out an alternate way of running a war. The problem is I'm not sure how I would structure my own 'rules of war' and I wonder if any one has some ideas for this.

    Some context, I've been playing since July with the same group and this is my first time as a GM. A lot of what I've created so far is touch and go, but seeing as I hope this to be a moderately sized campaign I'm trying to do some more in depth research to make this what I want and something enjoyable for my friends.


    Hi so I've been writing my own campaign and so far I've completed one part of hopefully 3. Part one is set up as a focus on leveling up, getting comfortable with each other's characters and getting my players introduced and familiar with the area as they scout it out. The second part is going to include some kind of mass combat and war with the enemies of the area and the final part will be more story and puzzles to figure out how to defeat a 'final boss' so to speak. But for part two I'm having difficulty deciding if using Paizo's structure of 'warring' would work well in this setting. The players are coming into this area as a tipping point for the beginning of a war- so I'm not sure if I should have them use a kingdom I've prepared for 'their side' in advance as the proxy for their being able to compete in this war or just leave out the kingdom part of Paizo's war structure completely and figure out an alternate way of running a war. The problem is I'm not sure how I would structure my own 'rules of war' and I wonder if any one has some ideas for this.

    Some context, I've been playing since July with the same group and this is my first time as a GM. A lot of what I've created so far is touch and go, but seeing as I hope this to be a moderately sized campaign I'm trying to do some more in depth research to make this what I want and something enjoyable for my friends.