Greater Faction Involvement - Faction Sponsorship


Blood Lords


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CONTAINS SPOILERS FOR BLOOD LORDS

I am currently running Blood Lords, and I am having a blast! However, I felt that it was a bit of a shame the reputation system doesn't really come into play until the later books. For that reason, I decided to add some "sponsorship rewards" the PCs can get if they reach a certain reputation threshold with a faction. I have currently not decided how much reputation the party should have before they get offered a sponsorship (probably around 15), and I don't think I am going to allow multiple sponsorships. If the PCs decline a sponsorship, they will lose some reputation with the faction they snubbed, but gain some reputation with its enemies.

Anyway, here is two of the sponsorship items the PCs can recieve in case a GM wants to steal them/the idea. Because they are a bit of a handful to port over to the Paizo site, I'll settle for posting one for now but I can post the rest if anyone is interested in using them. I also wouldn't mind hearing other people's thoughts on this idea/items before I use them in game.

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CELEBRANTS
Bloodclone - Ritual 6
Rare, Necromancy
Cast Time 10 Hours
Duration One Year
Cost a tub of prepared special blood worth 200 gp
Primary Check Arcana, Religion or Occultism (expert)
Secondary Check Crafting or Society
Secondary Casters 2
The Bloodclone ritual was created by the Celebrant faction as a way to be in multiple places at once, as limiting yourself to just one party at a time was too restrictive. The blood clone has no combat abilities, but can use the charisma-, wisdom and intelligence-based skills of the copied creature. The clone looks like the original, though it has telltale signs which reveal it is not the same upon close inspection, such as a red tint to its skin. The clone has the memories of the original from when it was cloned. When the duration ends, the blood clone melts into a puddle of normal blood. However, the copied creature can absorb the blood clone at any point during the duration to gain some or all of the memories from it.

Critical Success As success, except the blood clone uses a modifier 1 lower than the original for mental skill checks.

Success The ritual is successful. When the blood clone uses a mental skill check, it uses a modifier 2 lower than the original.

Failure The ritual fails, and the same creature can't attempt to create a blood clone of itself for 1 month. Half of the material components used in the ritual can be salvaged. 

Critical Failure The ritual appears to succeed, but the resultant blood clone holds a grudge towards its creator and attempts to secretly undermine them.

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TAX COLLECTOR'S UNION
Taxman's Mark - Item 11
Artifact, Magical, Transmutation
Usage Worn Tattoo
A Taxman's Mark is a unique magical tatoo, usually etched onto the hands or arms. By Gebbite tax law, a bearer of a Taxman's Mark has the right to extract taxes from officiants of any major faction of Geb, other than the tax collector's union. A copy of the mark is then applied to the officiant, indicating they have paid their taxes to a bearer. Overuse may sour relations with certain factions.

Destruction Each Taxman's Mark is bound to the original copy of The Dead Laws, an artifact in its own right. If The Dead Laws is destroyed, so are all the Taxmen's Marks.

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