Any Ideas on how to make a faction for PCs work?


Homebrew and House Rules


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I am working on a home campaign that takes place in Golarion. Basically the PCs are members of a new faction that is growing in power. The goals of the faction are 1. To protect Golarion from evil, and 2. To grow in power. How would I represent a faction that is growing in power without giving the PCs too much power. I would like the faction to start out with a fort as base (with cannons, a barracks, a war room, and other necessities), a single ship (light but decently armed. Mainly for travel), and a small but decent following of people of all walks of life. They will grow in power, take enemy based, and gain allies, resources, influence, and wealth. How would I represent their growth?

Any and all ideas and suggestions are appreciated.

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Influence give an organization power. Influence increases with money and people you know (and know you). Grant them power by having them go on adventures that earn them allies and prestige. They could go from village to village, kingdom to kingdom doing good deeds. They could get villages as their allies, then cities, and eventually kingdoms. This could also work within a large city as well. They could start off as a small guild of do-gooders in one of the districts in Absalom. They start off by stopping petty crimes. After they eliminate a thieves guild, the city guard starts hiring them. Crippling a local crime syndicate suddenly gives them fame throughout Absalom. People inspired by the heroics may start branches of the PCs' organization in other cities.

First off, I think starting them off with a good base and a ship might be a bit much for 1st level characters. I'd personally start them with a headquarters or a ship -- not both. Their first adventure gets them the other and their first bit of prestige.

Second, remember that well known enemies considering the PCs a threat can land them prestige as well.

Most of all, figure out a way for every adventure to somehow make them more wealthy and more famous. Then give them ways to invest their wealth and exercise their fame. Maybe their next adventure involves killing a giant sea creature, so they need to invest their new wealth into a bigger ship. Maybe they need to call in a favor from a noble they helped in a past adventure.

"Grow in power" isn't really much of a goal, actually. I'd have the PCs flesh out the faction's goals more than that.


I feel like giving the faction a headquarters is most important. The PCs would either be agents of the faction or mercs hired by the faction. They would be sent on missions by the higher ranking members of the faction. Because of all this I think I will give them the fort as a strategic home base. I will use it more as a backdrop and offduty type place. It will be more of a setting then a bonus (no free gear from the armory for example). The PCs might have to defend the base at some point, so I will keep the cannons, fortifications, and guards, but it would function as if some city were under attack and the PCs just happened to be there.

As for the ship, I agree. I think for now they will find other transportation and acquire a ship later.

I like your ideas for representing their growth in power.

One final thought is I like the idea if them capturing enemy strongholds as key strategic locations. Any thoughts on this idea?

Thanks for the help.


Early on, have them take a warehouse from an evil gang. They can fix it up, live in it, and use it to move holy water and stuff.
Any gifts should be agenda oriented. A silvered sword that also acts as an amulet of inescapable location for the faction's crystal ball only. A 'Devil fruit" that hasn't been named yet. Maybe an amulet of defensive spells that stores 3 shield spells that activate defensively(Spells must come from the wearer).


Thanks Goth Guru. Great ideas.

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If they have a ship, they could use it as an HQ if you decide to give them the ship first instead of a fort.

Sam Parsons 736 wrote:
One final thought is I like the idea if them capturing enemy strongholds as key strategic locations. Any thoughts on this idea?

Yes, that's one way I envisioned that their first adventure could be about. Maybe they find a bandit hold with a lot of nice features and they either take it for themselves or the city cuts them a good deal to buy it.

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