Campaign feats and traits that fit this concept...


Conversions

Shadow Lodge

Not sure if this is best place for this thread but here goes....

I'm going to try running a PF World of Grethawk and run T, A, G, D, and Q, if we even get that far.

What I'm looking for are suggestions for good campaign feats and trait for this 'AP'.

I've like the idea of a bonus campaign feat for the players suggested in the APs and I also think campaign specific stuff helps with immursion(sp?).

Dark Archive

The 'AP' has a wide range of options, with tons of slavers, a heavily giant-focused middle (with a section filled with Ice subtype critters followed by a section filled with Fire subtype critters), to a Drow (and Kuo-Toa) filled part, and then a lot of demons.

Finding a single campaign trait or story feat that ties together with all of that could be rough.

Some notions;
One based on freeing slaves and / or breaking free from restraints (similar to Liberator) wouldn't have as much relevance past the A series. You could add some slaves to the Drow / Kuo-Toan areas of the D series, to be freed and add to the achievement / story feat potential of an 'Abolitionist' feat (effects could be bonuses to CMD to avoid grapple, grab, pin, binding attempts and spells that would paralyze or restrain you, or damage bonuses to Sunder restraints or binding effects, such as web spells or spider webs), and even have the big ship at the end of Q powered by the souls of captured webbed up mortal prisoners, whose freeing becomes relevant to the plot.

One, like Giant Vendetta, would be totally suitable for the G series, but less relevant in the earlier and later parts of the adventure. A possible solution would be to use your awesome GM powers a Hill Giant or some Ogre bruisers to the Slave Lords area (perhaps replacing the Aspis?), and then later to the D and Q regions (used as shock troops by the Drow, with fiendish / half-fiendish Ogre Magi found on Lolth's ship, replacing stuff you don't feel like converting, like the Yochlol?).

Foeslayer involving dark elves or giants also could work, with changes such as above. (I believe there's actually a dark elf in the Slave Lords, and adding a few more, working for that character, could make the feat more relevant in earlier adventures.) A variation on Foeslayer that affected vermin or insectoid life could be relevant if it worked on both Aspis and the various giant arachnids that show up later, and perhaps on a Bebelith-like foe added to the Q series.

Poison is a popular choice for some of the Slave Lords, the Drow in general, and the various giant spiders that show up, so a story feat that involves surviving (or curing) a bunch of exposures to poison could remain relevant throughout the series.

Shadow Lodge

THanks for the ideas! I'll look into those things you've suggested.

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