Post by reefwood on Jan 14, 2014 14:00:47 GMT -5
Sources: Core Rulebook, Advanced Player's Guide, Inner Sea Region Guide, Bestiary, Bestiary 2.
Character Level: 3rd-level. There is the option to drop 1 PC level for 2 NPC levels. For example, you can be a Ftr3, or Ftr2/War2, or Ftr1/War4, or War6. This option will affect starting wealth.
Race: Any humanoid or native outsider (with no racial hit dice) from the Core Rulebook, Bestiary, or Bestiary 2.
Ability Scores: Roll 4d6, re-roll 1's and drop lowest. Make 7 rolls, drop lowest. Apply 6 remaining rolls to ability scores as desired.
Starting Wealth: 3,000 gp. No more than 25% (750 gp) can be spent on a single item. Otherwise, there are no restrictions. Additionally, each PC level dropped for 2 NPC levels adds +500 gp to starting wealth. For example, a Ftr1/War4 would add +1,000 gp to starting wealth for a total of 4,000 gp with no more than 25% (1,000 gp) spent on a single item. Items must be from the Core Rulebook, Advanced Player's Guide, or Inner Sea Guide. Magic items must be found in the books and created at the base caster level (and other base specifications), but PCs may create their own magic items without these limitations by selecting the appropriate item creation feats.
Background: Each PC is a Pathfinder field agent based out of the Grand Lodge in Absalom (central island nation) under the direction of venture-captain Haav'ork Black Moon. Most venture-captains are assigned to a Pathfinder lodge they oversee, but the Grand Lodge is under the supervision of a steward and houses three venture-captains who serve as the masters of swords, spells, and scrolls. All of whom report directly to the Decemvirate – a 10-member council masked in secrecy that governs the Pathfinder Society. Additionally, new venture-captains work out of Absalom until there is an opening at another lodge.
Haav'ork Black Moon is a middle-aged half-orc who hails from the Hold of Belkzen (orc homeland). He is stern but fair, and his most notable features are the missing ear, eye, hand, and foot on the right side of his body. He started working loosely with Pathfinders as a young man, became an official field agent a few years ago, and was recently promoted to venture-captain. He speaks little of this past, but those who know him best know he is a noble-of-sorts in exile.
Players may decide how long and to what degree they have been associated with the Pathfinder Society in the past, but they must all currently be official field agents.
Misc: Each adventure will take place 2-3 levels above the previous one. You can make a new character each time or once in a while, and if you do, you can also bring back an old character later on (unless the character died). In a story sense, your venture captain oversees several field agents and assigns different ones to different missions.
Adventure #2 Update
This will be a tough Level 6 adventure with a lot more combat than last time. Each of you gains 3 levels.
6th-level wealth is 16,000 gp. Items must be from the Core Rulebook, Advanced Players Guide, or Inner Sea Guide, and magic items have the same restrictions as last time. Also, no more than 25% (4,000 gp) can be spent on a single item. Everyone will have 16,000 gp minus starting wealth and treasure kept from Adventure #1, so your wealth increases are:
EDIT: Each PC will start Adventure #2 with 2 hero points. If there is a second session, each PC will receive 1 additional hero point and any hero points left from the first session will carryover. However, no hero points will carryover to the next adventure.
Adventure #3 Update
Everyone gains 3 levels and 30,000 gp, which brings most of you to 9th-level and gives everyone a total wealth of 46,000 gp each. No more than 25% (11,500 gp) can be spent on a single item, and currently owned items can be sold at half price.
Each PC begins play with 1 hero point.
Adventure #4 - Update (10th-level)
Returning characters gain:
New characters begin with the following:
Equipment: Characters may now purchase customized magic items at 50% above standard price. For example, a Belt of Giant's Strength +2 is listed in the book and has always been available (4,000 gp). A character with magic item creation feats could always create a customized Belt of Giant Strength +1 (1,000 gp). Now any character may purchase a customized Belt of Giant Strength +1 for 1,500 gp.
Price Limit: The price cap for a single item is 15,500 gp.
[OOC: This wealth increase (and starting wealth) is less than normal, which is a result of the last adventure. You did well but didn't get the highest possible outcome, so the Pathfinder Society finds it prudent to put some funds into protecting the builders. However, the price limit is based off the normal wealth amount, so you have less money total for this level but can still purchase items for this level.
Also, starting with this adventure, any loot you take will not count against your wealth increase. You won't be able to sell it, but you can keep anything that the Pathfinder Society does not want (i.e. basic magic weapons are fine to keep, but the Society would want a rare item or artifact).
Finally, skills that will be useful for this adventure are:
Adventure #5 - 12th-level update
Returning characters gain:
New characters begin with:
Equipment: Characters may purchase customized magic items at 50% above standard price. For example, a Belt of Giant's Strength +2 is listed in the book and has always been available (4,000 gp). A character with magic item creation feats was always allowed to create a customized Belt of Giant Strength +1 (1,000 gp). Now any character may purchase a customized Belt of Giant Strength +1 for 1,500 gp.
Price Limit: The price cap for a single item is 27,000 gp.
Character Level: 3rd-level. There is the option to drop 1 PC level for 2 NPC levels. For example, you can be a Ftr3, or Ftr2/War2, or Ftr1/War4, or War6. This option will affect starting wealth.
Race: Any humanoid or native outsider (with no racial hit dice) from the Core Rulebook, Bestiary, or Bestiary 2.
Ability Scores: Roll 4d6, re-roll 1's and drop lowest. Make 7 rolls, drop lowest. Apply 6 remaining rolls to ability scores as desired.
Starting Wealth: 3,000 gp. No more than 25% (750 gp) can be spent on a single item. Otherwise, there are no restrictions. Additionally, each PC level dropped for 2 NPC levels adds +500 gp to starting wealth. For example, a Ftr1/War4 would add +1,000 gp to starting wealth for a total of 4,000 gp with no more than 25% (1,000 gp) spent on a single item. Items must be from the Core Rulebook, Advanced Player's Guide, or Inner Sea Guide. Magic items must be found in the books and created at the base caster level (and other base specifications), but PCs may create their own magic items without these limitations by selecting the appropriate item creation feats.
Background: Each PC is a Pathfinder field agent based out of the Grand Lodge in Absalom (central island nation) under the direction of venture-captain Haav'ork Black Moon. Most venture-captains are assigned to a Pathfinder lodge they oversee, but the Grand Lodge is under the supervision of a steward and houses three venture-captains who serve as the masters of swords, spells, and scrolls. All of whom report directly to the Decemvirate – a 10-member council masked in secrecy that governs the Pathfinder Society. Additionally, new venture-captains work out of Absalom until there is an opening at another lodge.
Haav'ork Black Moon is a middle-aged half-orc who hails from the Hold of Belkzen (orc homeland). He is stern but fair, and his most notable features are the missing ear, eye, hand, and foot on the right side of his body. He started working loosely with Pathfinders as a young man, became an official field agent a few years ago, and was recently promoted to venture-captain. He speaks little of this past, but those who know him best know he is a noble-of-sorts in exile.
Players may decide how long and to what degree they have been associated with the Pathfinder Society in the past, but they must all currently be official field agents.
Misc: Each adventure will take place 2-3 levels above the previous one. You can make a new character each time or once in a while, and if you do, you can also bring back an old character later on (unless the character died). In a story sense, your venture captain oversees several field agents and assigns different ones to different missions.
Adventure #2 Update
This will be a tough Level 6 adventure with a lot more combat than last time. Each of you gains 3 levels.
- Iris and Pratt go from 3rd to 6th-level - which means one ability point increase (4th-level) and one feat (5th-level).
Ly'lue goes from 4th to 7th-level - which means two feats (5th-level & 7th-level).- Taj goes from 6th to 9th-level character - which means two feats (7th-level & 9th-level) and one ability point increase (8th-level)
6th-level wealth is 16,000 gp. Items must be from the Core Rulebook, Advanced Players Guide, or Inner Sea Guide, and magic items have the same restrictions as last time. Also, no more than 25% (4,000 gp) can be spent on a single item. Everyone will have 16,000 gp minus starting wealth and treasure kept from Adventure #1, so your wealth increases are:
- Iris: 3000 +0 = 3000 ---> +13,000
- Pratt: 3000 +90 = 3090 ---> +12,910
- Ly'lue: 3500 +2560 = 6060 ---> +9,940
- Taj: 4500 +0 = 4500 ---> +11,500
EDIT: Each PC will start Adventure #2 with 2 hero points. If there is a second session, each PC will receive 1 additional hero point and any hero points left from the first session will carryover. However, no hero points will carryover to the next adventure.
Adventure #3 Update
Everyone gains 3 levels and 30,000 gp, which brings most of you to 9th-level and gives everyone a total wealth of 46,000 gp each. No more than 25% (11,500 gp) can be spent on a single item, and currently owned items can be sold at half price.
Each PC begins play with 1 hero point.
Adventure #4 - Update (10th-level)
Returning characters gain:
- 1 level
- 9,600 gp
- 1 hero point
New characters begin with the following:
- 10th-level
- 55,600 gp
- 1 hero point
Equipment: Characters may now purchase customized magic items at 50% above standard price. For example, a Belt of Giant's Strength +2 is listed in the book and has always been available (4,000 gp). A character with magic item creation feats could always create a customized Belt of Giant Strength +1 (1,000 gp). Now any character may purchase a customized Belt of Giant Strength +1 for 1,500 gp.
Price Limit: The price cap for a single item is 15,500 gp.
[OOC: This wealth increase (and starting wealth) is less than normal, which is a result of the last adventure. You did well but didn't get the highest possible outcome, so the Pathfinder Society finds it prudent to put some funds into protecting the builders. However, the price limit is based off the normal wealth amount, so you have less money total for this level but can still purchase items for this level.
Also, starting with this adventure, any loot you take will not count against your wealth increase. You won't be able to sell it, but you can keep anything that the Pathfinder Society does not want (i.e. basic magic weapons are fine to keep, but the Society would want a rare item or artifact).
Finally, skills that will be useful for this adventure are:
- Craft (cartography)
- Knowledge (engineering)
- Profession (cartographer)
- Ride
- Survival]
Adventure #5 - 12th-level update
Returning characters gain:
- 2 levels
- 45,000 gp
- 1 hero point
New characters begin with:
- 12th-level
- 100,600 gp
- 1 hero point
Equipment: Characters may purchase customized magic items at 50% above standard price. For example, a Belt of Giant's Strength +2 is listed in the book and has always been available (4,000 gp). A character with magic item creation feats was always allowed to create a customized Belt of Giant Strength +1 (1,000 gp). Now any character may purchase a customized Belt of Giant Strength +1 for 1,500 gp.
Price Limit: The price cap for a single item is 27,000 gp.