Wednesday, July 11, 2012

Faction: Grand Lodge



Loyalty to the Decemvirate above all else.

Regardless of a Pathfinder's nation of origin, all members of the Society consider the Grand Lodge in Absalom a second home. It is in this vast complex of sprawling towers, libraries, and reliquaries that so many Pathfinders receive their training, and within the Grand Lodge's walls, the masked leaders of the Society secretly guide the organization from their chambers at the peak of Skyreach's central tower. While many Pathfinders find their loyalty to the Society but one of several alliances to outside political or religious factions, most Pathfinders hold the strongest allegiance to the will of the Ten and the Pathfinder Society itself. Those who do not taint their dedication with distractions from other superiors are the pride of the Grand Lodge, and are rewarded for always putting the orders of the Decemvirate before their own personal wants and desires.

Faction Leader
Venture-Captain Ambrus Valsin controls all the goings-on inside the Grand Lodge in Absalom at the behest of the Decemvirate, serving as the lodge's chamberlain or steward. Meticulous with details and annoyed by inefficiency, he makes a point of supervising all important duties within the Grand Lodge, and keeps a long list of relatively safe but time-consuming jobs on file, ready to assign to novice Pathfinders to keep them busy and out of the way of more experienced agents. Because very few Pathfinders escape his attention, he is disliked by almost everyone who is new to the Society—though those who have been around a few years realize his assignments also help these rookies test their new training in the field without significant risk of death. Tall and meticulously groomed, Ambrus doesn't appreciate backtalk and reserves particularly strenuous assignments for those who annoy him.

The Grand Lodge Pathfinder
Grand Lodge Pathfinders are the purest members of the Society, and represent the key tenets of the organization above all else. Whether focused wholeheartedly on exploring lost ruins, delving into newly discovered crypts, or negotiating the sale of valuable relics from the grips of those who don't respect them, loyal Pathfinders have an insatiable sense of curiosity. Their desire to see the Pathfinder Society grow and prosper makes them excellent teammates for larger expeditions, and they often go to excessive lengths to ensure their fellow Pathfinders receive any aid they need. It's no surprise, then, that the pages of the Pathfinder Chronicles have been filled with the exploits of Grand Lodge Pathfinders since the Society's founding. Those with ambitions of someday attaining fame comparable to the great Durvin Gest find this faction a perfect fit. Most Grand Lodge Pathfinders are neutral-aligned.

Gaining Fame
Pathfinders loyal first and foremost to the Grand Lodge and the Decemvirate find themselves well rewarded for carrying out the will of the Ten no matter where it takes them or what the task. Those Pathfinders who put the wellbeing of the Society above their own and who embody the values of exploration, cooperation, and accountability rise quickly in the ranks of the Grand Lodge. Often, the acquisition of lost knowledge or forgotten treasures directly benefits the discovering Pathfinder; thus, those dedicated to the Decemvirate take their orders as advice on how to maximize their own success.

Faction: Taldor


Gain control of Absalom through political manipulation and intrigue.

Since the Age of Enthronement, no nation in the Inner Sea has had as wide-reaching and influential an empire as the kingdom of Taldor. Sadly, decadence and overconfidence led to the empire’s relatively swift decline centuries ago, as vassal after vassal broke free from the crown. Despite its waning influence worldwide and constant internal political strife, Taldor is one of the five nations most strategically poised to take control of Absalom from within. Using the same tactics of espionage, sabotage, blackmail, and deception employed by Taldan nobility for millennia, agents of this political faction hope to manipulate the nobility and citizenry of Absalom to recognize the nation’s rightful place as the natural ruler of humankind throughout the region.

Faction Leader
A few among Taldor’s elite realize the foolish end their empire is headed toward and plan to reverse it before the entire nation collapses; Baron Jacquo Dalsine is one of them. A slender and effete gentleman, Jacquo appears to be the very model of a decadent Taldan fop. The truth is while Jacquo can carouse and scribe poetry with the best of them, his favorite art is performed with a blade and he is one of the better swordsmen on the Inner Sea. To Jacquo, the arts of politics and intrigue are no different from that of a duel. There are deceptions, engagements, feints, and disengagements, not to mention lightning fast ripostes. Jacquo sees Taldor as an ailing old duelist, tottering toward death on a foe’s blade, but he knows the empire possesses great puissance if it can be reminded of its former glory. For now, it is key to turn the blades of Taldor’s enemies on one another long enough for the decaying empire to find its footing. Some day, Old Taldor may rise and hold its sword high once again, making allof Golarion tremble at its power..

The Taldan Pathfinder
Pathfinders allied with the Taldan cause often hail from the nation itself, though sometimes foreign agents find themselves working for the empire because they share the modus operandi of using courtly intrigue to their own advantage. While many Taldan natives in the faction claim some noble blood, just as many come from the nation’s poorer classes and hope that if they increase their nation’s influence in the Inner Sea region, some of the inevitable prosperity will trickle down to them and their families. Pathfinder allies of Taldor should be willing to spy, coerce, blackmail, cheat, lie, and publicly humiliate their enemies. Most Taldor Faction Pathfinders are neutral-aligned.

Gaining Fame
While he often sends Pathfinders on missions to recover opulent art to decorate his many palaces and manors, Barron Dalsine knows that Taldor must reclaim its position as the bastion of humanity through constant vigilance. Pathfinders in his employ should be skilled at the arts of deception, misdirection, and stealth, while also knowing how to navigate Absalom’s complex aristocratic landscape. Those with the ability to speak honeyed words to a rival noble while simultaneously pilfering damning documents from his satchel will go far.

Faction: Qadira



Dominance through trade.
The western tip of the vast, continent-spanning Padishah Empire of Kelesh, the Satrapy of Qadira serves as the gateway between the wealth and resources of eastern Casmaron and the eager ports and markets of the Inner Sea. Its singular position as the funnel through which Casmaron's wealth flows has painted Qadira's outlook on the world, and from the richest trade prince of Katheer to the lowliest caravan driver of the vast southern deserts, Qadirans recognize that the way to true power and influence is through trade and economic dominance. And no single city or nation is more strategically placed to rule the markets of the entire region than Absalom, which is why the satrap has invested substantial resources and his best agents in ensuring that Qadira gains control over trade in Absalom and—shortly thereafter—the entirety of Avistan and northern Garund.

Faction Leader
Aaqir al'Hakam of House Damaq recently emigrated from Katheer to Absalom, where he has quickly become a major player in the City at the Center of the World's mercantile circles. The handsome merchant prince has established a base of operations out of one of his second cousin Lady Nymara's sizable estates in the Merchants' Quarter, where he lives with his longtime partner Emir Thalzar Gaatan and their three adopted daughters. A cunning economic strategist, Aaqir seems to possess a preternatural foresight into the direction certain markets will take, and he has already become one of the city's most influential traders in silk, lumber, and saffron. Given enough time, the trade prince could likely take over the markets on his own, but he enjoys the power he feels in sending loyal agents to the far corners of the world to gain trade secrets, negotiate on his behalf, and even sabotage the efforts of competitors.

The Qadiran Pathfinder
Rare is the Pathfinder immune to the lure of wealth, but those agents most motivated by money often ally themselves with Qadira in the effort to control Absalom's markets. Pathfinders from Qadira often possess a natural knack for trade, but loyalists from across the region also find their talents in espionage, diplomacy, and smuggling to be a perfect fit with the needs of the satrapy. Most Qadira Faction Pathfinders are neutral-aligned.

Gaining Fame
There are countless ways to earn a fortune, and the Qadira faction rewards Pathfinders for any number of them. Common methods of moving up within the organization include negotiating trade agreements, spying on competitors, using travel as an opportunity to scout out new markets or resources, or even smuggling goods in or out of unfriendly ports as part of faction members' everyday adventuring for the Pathfinder Society. Not all of Qadira's dealings are legal or necessarily honorable, however, and more than one agent with a strong moral compass has found himself at odds with the faction when asked to support the trading of slaves or subvert local or regional authorities.

Faction: The Lantern Lodge

 
Spread the wisdom of Tian Xia within the Inner Sea

While the Pathfinder Society makes its home in the Grand Lodge of Absalom, its membership comes from and travels to all corners of the known world. Outside the Inner Sea region, one of the highest concentrations of Pathfinders is on the continent of Tian Xia, and specifically in the metropolitan city of Goka. Most Tian Pathfinders operate independently of their brethren in Absalom, but occasionally agents cross the Crown of the World, make the treacherous naval voyage south around Casmaron, or simply teleport to travel between the two hubs of activity. The Lantern Lodge represents Tian interests in the Inner Sea region, ensuring that Pathfinder Society agents far to the east of the Decemvirate's direct view are considered in organization-wide affairs.

Faction Leader
One of Absalom's newest venture-captains, Tian adventurer Amara Li hails from the bustling Tian city of Goka. She established the Lantern Lodge in the Petal District, from which she coordinates expeditions to her homeland in Tian Xia, as well as the operations of Tian Pathfinders who have traveled to the Inner Sea region for their own exploration. Rumors speak to personal financial difficulties that have prompted her recent efforts to increase cooperation between Pathfinders in the Inner Sea region and Tian Xia, though Li is far too proper to discuss such matters in public. A stickler for tradition and propriety, Li is known throughout Absalom for her meticulously executed tea ceremonies, the impeccable cleanliness of the Lantern Lodge, and her unshakable poise.

The Lantern Lodge Pathfinder
The same principles of exploration, reporting, and cooperation that dictate the life of Pathfinders from the Inner Sea region also guide the actions of Lantern Lodge Pathfinders. Most members of Venture-Captain Li's slowly growing organization either hail from Tian Xia themselves or are native to the Inner Sea region but interested in exploring the east. Those Pathfinders from Goka, Minkai, and the Successor States, among other Tian lands, often possess class archetypes not seen in the Inner Sea region, and as such provide valuable, specialized assistance to expeditions in Avistan and Garund. Though they also participate in missions with non-Lantern Lodge Pathfinders, most members of Amara Li's lodge enjoy adventuring with one another, as their sense of solidarity and camaraderie is strong. Most Lantern Lodge Pathfinders are neutral-aligned.

Gaining Fame
While Lantern Lodge Pathfinders participate in normal missions throughout the Inner Sea region—seemingly without ties to Tian Xia at all—Venture-Captain Li frequently finds tasks for them to carry out while engaging in other activities. These include diplomatic missions to allies of her cause throughout the Inner Sea region, retrieval of long-lost Tian artifacts she hopes to see return to Goka for study or display, or the elimination of enemies who hamper the Lantern Lodge's efforts in one way or another. Lantern Lodge Pathfinders are Pathfinders first and foremost, but Amara Li rewards them significantly for dedication to her and her lodge while they carry out the will of the Ten.

Faction: Andoran

Freedom and democracy for all.

The young nation of Andoran threw off the shackles of aristocracy when its liege nation Cheliax adopted an official policy of diabolism after Aroden's death, and has since established itself as the Inner Sea region's largest democracy. Though free from the tyrannical rule of Taldor and Cheliax, Andoran hopes to see tyranny in all its forms wiped from the Inner Sea region, and its allies ever strive to increase their own presence in Absalom, which they see as the key to ending slavery and oppression's hold on the weak and poor of Avistan and Garund. Through the efforts of the Steel Falcon branch of Andoran's elite military Eagle Knights, the nation aspires to advance its ideals abroad through diplomacy and battle.
Faction Leader
Major Colson Maldris would rather be out in the field, his greatsword drenched in the blood of tyrants and slavers, but the Eagle Knights have another use for him. As a member of the mystery-shrouded Grey Corsairs, Maldris served bravely aboard the warship Trident, quelling slavers' efforts throughout the Inner Sea region. Maldris was the youngest to wear the golden eagle emblem upon his shoulders, and upon attaining the rank of captain he was reassigned to Absalom to cement Andoren ideals in the strategic city. In 4711 ar he was elevated to the rank of major for his effective recruitment and command of like-minded Pathfinders who helped propel the Andoran faction to a position of prominence within the City at the Center of the World.

The Andoren Pathfinder
While many Pathfinders allied with Andoran hail from the nation itself, some come from distant lands only to find their ideals in conjunction with those of the Eagle Knights. Escaped slaves, indigenous peoples oppressed by colonists, and political radicals often fall in with Andoren crowds and soon find themselves working for Maldris while traveling the world on other business. Pathfinders with experience as sailors, prowess in the wilderness, skill in both diplomacy and subterfuge, and effectiveness in battle against those enslaved by undeath will find themselves most valuable to the faction. Most Andoran Faction Pathfinders are good-aligned.

Gaining Fame
Pathfinders with allegiances to the Andoran faction often perform acts of diplomacy, sabotage, and proselytizing while carrying out their primary objectives for the Decemvirate. Whether providing moral support to the downtrodden, delivering messages to agents deep undercover in distant lands, or acting as a thorn in the side of slavers throughout the region, an Andoran Faction operative improves his reputation by spreading Andoren ideals wherever he goes. A member of this faction should be willing to bend the rules of tyrannical law in order to plant the seed of liberty, even when doing so requires employing questionable techniques.

Wednesday, June 27, 2012

Ihlosi

Male Cheetah
NN Small Animal
Init +5; Senses Low-Light Vision, Scent; Perception +1

DEFENSE

AC 17, touch 16, flat-footed 12   (+5 Dex, +1 size, +1 natural)
hp 16 (+2)
Fort +4, Ref +8, Will +1

OFFENSE

Spd 50 ft.
Melee Bite (Cheetah) +7 (1d4+1/20/x2) and
   Claw x2 (Cheetah) +7 x2 (1d2+1/20/x2)
Special Attacks Trip

STATISTICS

Str 12, Dex 21, Con 13, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +1; CMD 16 (20 vs. Trip)
Feats Weapon Finesse
Tricks Attack, Come, Defend, Down, Guard, Stay, Track
Skills Acrobatics +9, Fly +7, Stealth +13 Modifiers +4 Stealth in Tall Grass

SPECIAL ABILITIES

+4 Stealth in Tall Grass (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Trip (Ex) You can make a trip attempt on a successful attack.
Attack The animal will attack on command.
Come The animal will come to you on command.
Defend The animal will defend you.
Down The animal will break off combat on command.
Guard The animal stays in place and prevents others from approaching.

Stay The animal will stay where it is.
Track The animal will track a scent.

Ndoki Mahbe

Ngombe
Male Human (Mwangi) Druid 1
NN Medium Humanoid (Human)
Init +3; Senses Perception +6

DEFENSE

AC 18, touch 12, flat-footed 16   (+4 armor, +2 shield, +2 Dex)
hp 13 (1d8+5)
Fort +4, Ref +2, Will +4

OFFENSE

Spd 20 ft.
Melee Heavy Shield Bash +0 (1d4+4/20/x2) and
   Dagger +4 (1d4+4/19-20/x2) and
   Shortspear +4 (1d6+4/20/x2) and
   Unarmed Strike +4 (1d3+4/20/x2)
Druid Spells Known (CL 1, 4 melee touch, 2 ranged touch):
1 (2/day) Shillelagh (DC 13), Cure Light Wounds (DC 13)
0 (at will) Create Water, Detect Magic, Light

STATISTICS

Str 18, Dex 15, Con 15, Int 11, Wis 14, Cha 11
Base Atk +0; CMB +4; CMD 16
Feats Druid Weapon Proficiencies, Toughness +3, Warrior Priest
Skills Acrobatics -3, Climb -1, Escape Artist -3, Fly +1, Handle Animal +4, Knowledge (Nature) +6, Perception +6, Ride -3, Stealth -3, Survival +8, Swim -1
Languages Common, Druidic, Polyglot
SQ Animal Companion Link (Ex), Heart of the Wilderness +0, Share Spells with Companion (Ex), Spontaneous Casting, Wild Empathy +1 (Ex)
Combat Gear Dagger, Hide, Shield, Heavy Wooden, Shortspear; Other Gear Backpack (6 @ 25.9 lbs), Flint and steel, Hammock, Jug, clay, Noble's outfit, Pouch, belt (4 @ 3 lbs), Rations, trail (per day) (3), Rope, silk (50 ft.), Shield Sconce, Signet ring

SPECIAL ABILITIES

Animal Companion Link (Ex) You have a link with your Animal Companion.
Heart of the Wilderness +0 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Warrior Priest +1 bonus to initiative and +2 on concentration checks when casting defensively
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Barfinder

Male Human (Ulfen) Barbarian 1
CN Medium Humanoid (Human)
Init +2; Senses Perception +6

DEFENSE

AC 15, touch 12, flat-footed 13   (+3 armor, +2 Dex)
hp 17 (1d12+4)
Fort +6, Ref +2, Will +2

OFFENSE

Spd 40 ft.
Melee Axe, Throwing +4 (1d6+3/20/x2) and
   Greatsword +4 (2d6+4/19-20/x2) and
   Handaxe +4 (1d6+3/20/x3) and
   Unarmed Strike +4 (1d3+3/20/x2)

STATISTICS

Str 16, Dex 15, Con 19, Int 11, Wis 15, Cha 11
Base Atk +1; CMB +4; CMD 16
Feats Cleave, Power Attack -1/+2
Skills Acrobatics +5, Climb +6, Escape Artist +1, Fly +1, Perception +6, Ride +1, Stealth +1, Survival +6, Swim +6
Languages Common, Skald
SQ Fast Movement +10 (Ex), Rage (8 rounds/day) (Ex)
Combat Gear Axe, Throwing, Greatsword, Handaxe, Studded Leather; Other Gear Bedroll, Candle, Fishhook, Flint and steel, Pouch, belt (empty), Rations, trail (per day) (2), Waterskin

SPECIAL ABILITIES

Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (8 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

Kevkas

Male Human (Garundi) Rogue 1
NN Medium Humanoid (Human)
Init +3; Senses Perception +4

DEFENSE

AC 13, touch 13, flat-footed 10   (+3 Dex)
hp 8 (1d8)
Fort +0, Ref +5, Will +0

OFFENSE

Spd 30 ft.
Melee Dagger +3 (1d4+1/19-20/x2) and
   Knife, Switchblade +3 (1d4+1/19-20/x2) and
   Rapier +3 (1d6+1/18-20/x2) and
   Unarmed Strike +3 (1d3+1/20/x2)
   Masterwork Silver Dagger +4 (1d4-1/19-20/x2)
Special Attacks Sneak Attack +1d6

STATISTICS

Str 12, Dex 17, Con 10, Int 14, Wis 11, Cha 14
Base Atk +0; CMB +1; CMD 14
Feats Point Blank Shot, Rogue Weapon Proficiencies, Weapon Finesse
Skills Acrobatics +7, Bluff +6, Climb +5, Craft (Weapons) +4, Disable Device +8, Disguise +6, Escape Artist +7, Knowledge (Dungeoneering) +6, Knowledge (Local) +6, Perception +4, Sleight of Hand +7, Stealth +7
Languages Common, Giant, Osiriani
SQ Trapfinding +1
Combat Gear Dagger (5), Knife, Switchblade, Leather, Rapier; Other Gear Backpack (empty), Blanket, winter, Rope, silk (50 ft.), Thieves' tools, Whetstone

SPECIAL ABILITIES


Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 +1 to find or disable traps.

Krevash

Krevash - Jason
Male Halfling Oracle 1
CN Small Humanoid (Halfling)
Init +2; Senses Perception +4

DEFENSE

AC 15, touch 13, flat-footed 13   (+2 armor, +2 Dex, +1 size)
hp 10 (1d8+2)
Fort +3, Ref +3, Will +4
Resist Tongues (Infernal)

OFFENSE

Spd 20 ft.
Melee Morningstar -1 (1d6-2/20/x2) and
   Unarmed Strike -1 (1d2-2/20/x2)
Ranged Sling +3 (1d3-2/20/x2)
Oracle Spells Known (CL 1, -1 melee touch, +3 ranged touch):
1 (5/day) Cause Fear (DC 16), Magic Stone (DC 16), Cure Light Wounds (DC 16)
0 (at will) Stabilize, Read Magic (DC 15), Detect Magic, Light

STATISTICS

Str 6, Dex 14, Con 14, Int 14, Wis 13, Cha 20
Base Atk +0; CMB -3; CMD 9
Feats Selective Channeling
Skills Acrobatics +4, Climb +0, Fly +4, Heal +5, Knowledge (Planes) +6, Perception +4, Sense Motive +5, Spellcraft +6, Stealth +7, Use Magic Device +6
Languages Common, Draconic, Elven, Halfling, Infernal
SQ Fearless, Oracle Channel Positive Energy 1d6 (6/day) (DC 15) (Su)
Combat Gear Leather, Morningstar, Sling; Other Gear Backpack (empty), Blanket, winter, Waterskin

SPECIAL ABILITIES

Fearless +2 morale bonus vs Fear saves.
Oracle Channel Positive Energy 1d6 (6/day) (DC 15) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Selective Channeling Exclude targets from the area of your Channel Energy.
Tongues: Infernal You can only understand and speak one language in combat.

Ashford

Ashford
Male Half-Orc Sorcerer 1
CN Medium Humanoid (Orc)
Init +1; Senses Darkvision; Perception +1

DEFENSE

AC 11, touch 11, flat-footed 10   (+1 Dex)
hp 10 (1d6+4)
Fort +4, Ref +1, Will +3

OFFENSE

Spd 30 ft.
Melee Longspear +0 (1d8/20/x3) and
   Unarmed Strike +0 (1d3/20/x2)
Ranged Crossbow, Light +1 (1d8/19-20/x2)
Special Attacks Elemental Ray (6/day)
Sorcerer Spells Known (CL 1, +0 melee touch, +1 ranged touch):
1 (4/day) Shocking Grasp, Burning Hands (DC 15)
0 (at will) Ray of Frost, Mage Hand, Prestidigitation (DC 13), Light

STATISTICS

Str 11, Dex 13, Con 18, Int 11, Wis 13, Cha 17
Base Atk +0; CMB +0; CMD 11
Feats Elemental Focus: Fire, Eschew Materials
Skills Bluff +7, Intimidate +5, Use Magic Device +7
Languages Common, Orc
SQ Elemental: Fire, Orc Ferocity (1/day)
Combat Gear Crossbow, Light, Longspear; Other Gear Backpack (empty), Spell component pouch

SPECIAL ABILITIES

Darkvision (60 feet) You can see in the dark (black and white vision only).
Elemental Focus: Fire +1 DC to spells that deal damage of the chosen energy.
Elemental Ray (6/day) (Sp) Ranged touch attack deals 1d6 Fire damage
Elemental: Fire You may change any energy spell to use [Fire] energy.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.

Lancil

Larsel
Male Elf Wizard 1
NN Medium Humanoid (Elf)
Init +0; Senses Low-Light Vision; Perception +4

DEFENSE

AC 10, touch 10, flat-footed 10
hp 5 (1d6-1)
Fort -1, Ref +0, Will +4

OFFENSE

Spd 30 ft.
Melee Quarterstaff -3 (1d6+1/1d6/20/x2) and
   Unarmed Strike +1 (1d3+1/20/x2)
Spell-Like Abilities Dream (1/day)
Wizard Spells Known (CL 1, 1 melee touch, 0 ranged touch):
1 (2/day) Sleep (DC 14), Sleep (DC 14)
0 (at will) Daze (DC 12), Detect Magic, Light

STATISTICS

Str 13, Dex 11, Con 9, Int 14, Wis 14, Cha 15
Base Atk +0; CMB +1; CMD 11
Feats Combat Casting, Elven Weapon Proficiencies, Scribe Scroll, Wizard Weapon Proficiencies
Skills Appraise +6, Knowledge (Arcana) +6, Knowledge (Geography) +6, Knowledge (History) +6, Perception +4, Spellcraft +6
Languages Common, Draconic, Elven, Orc
SQ Bonded Object: Quarterstaff (1/day) (Sp), Dreamspeaker, Elven Magic, Hand of the Apprentice (5/day) (Su)
Combat Gear Quarterstaff; Other Gear Scroll: Comprehend Languages, Spellbook, wizard's (blank)

SPECIAL ABILITIES

Bonded Object: Quarterstaff (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Dream (Dreamspeaker) (1/day) (Sp) With Charisma 15+, cast Dream once per day.
Dreamspeaker +1 [Divination] & sleep spell DCs.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Hand of the Apprentice (5/day) (Su) Throw the melee weapon you are holding 5/day.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Unnamed Soldier

Male Dwarf Ranger (Skirmisher) 1
CG Medium Humanoid (Dwarf)
Init +0; Senses Darkvision (60 feet); Perception +6
--------------------
DEFENSE
--------------------
AC 15, touch 10, flat-footed 15   (+5 armor)
hp 12 (1d10+1)
Fort +3, Ref +2, Will +2
Defensive Abilities Defensive Training
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Gauntlet (from Armor) +4 (1d3+3/20/x2) and
   Greataxe +4 (1d12+4/20/x3) and
   Unarmed Strike +4 (1d3+3/20/x2)
Ranged Crossbow, Light +1 (1d8/19-20/x2)
--------------------
STATISTICS
--------------------
Str 17,  Dex 10,  Con 12,  Int 18,  Wis 14,  Cha 11
Base Atk +1; CMB +4; CMD 14
Feats Power Attack -1/+2
Traits Deep Marker, Tunnel Fighter
Skills Climb +7, Intimidate +4, Knowledge (Dungeoneering) +8, Knowledge (Geography) +8, Knowledge (Nature) +8, Perception +6, Spellcraft +8, Stealth +4, Survival +7, Swim +7
Languages Common, Dwarven, Giant, Gnome, Goblin, Undercommon
SQ Enemies: Humanoids (Human) (+2 bonus) (Ex), Greed, Hardy +2, Hatred, Slow and Steady, Stability, Stonecunning +2, Track +1, Wild Empathy +1 (Ex)
Combat Gear Bolts, Crossbow (10), Crossbow, Light, Greataxe, Scale Mail; Other Gear Backpack (empty), Bedroll, Candle, Flask, Flint and steel, Grappling bolt, Helmet Candle, Rations, trail (per day) (5), Rope, silk (50 ft.), Spade or shovel, Sunrod, Torch (2)
--------------------
TRACKED RESOURCES
--------------------
Bolts, Crossbow - 0/10
Rations, trail (per day) - 0/5
Sunrod - 0/1
Torch - 0/2
--------------------
SPECIAL ABILITIES
--------------------
  • Darkvision (60 feet) You can see in the dark (black and white vision only).
  • Deep Marker You gain a +1 trait bonus on Survival checks, and a +1 trait bonus on saving throws against fear effects.
  • Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
  • Enemies: Humanoids (Human) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Human).
  • Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
  • Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
  • Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
  • Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
  • Slow and Steady Your base speed is never modified by encumbrance.
  • Stability +4 to avoid being bull rushed or tripped while standing.
  • Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
  • Track +1 +1 to survival checks to track.
  • Tunnel Fighter +2 Initiative and +1 critical damage while underground.
  • Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Faction: Silver Crusade


Use the Pathfinder Society's resources to do good in the world

When the existence of so many factions within the Pathfinder Society began to become apparent, many were dismayed, especially those who took umbrage at the Society's resources being used for ethically questionable purposes or personal gain. Unable to eliminate such elements as the Shadow Lodge from the ranks of the organization, an influential group of Pathfinder clerics, paladins, and servants of good-aligned deities banded together to form their own faction—the Silver Crusade—as an answer to these undesirable offshoots of the Society. While a crusade in name only, the Silver Crusade models itself after the staunchly good silver dragon, making a valiant effort to use the Society's influence, reach, and resources to do good throughout the Inner Sea region and beyond.
Faction Leader
Ollysta Zadrian, a retired Pathfinder and paladin of Sarenrae, coordinates the Silver Crusade's operations out of the Temple of the Shining Star in the Ascendant Court when not teaching of the value of redemption and tending to the weak and needy. Ollysta originally joined the Pathfinder Society with the notion that she would be able to spread the word of the Dawnflower wherever she went, and would have ample opportunities to turn wrongdoers away from the path of evil, ever leading by example as she ventured to the far corners of Golarion doing the Decemvirate's bidding. It didn't take her long, however, to realize that the Pathfinder Society looked on her as simply another zealous adventurer, and offered little support for her efforts to stamp out evil and uplift the downtrodden. Now retired from active duty as a Pathfinder, Zadrian acts as the central figure in an ever-growing network of active Pathfinders who share her idealism and desire to see the Society used for the betterment of all.
The Silver Crusade Pathfinder
Pathfinders who support the efforts of the Silver Crusade are often priests of Golarion's good-aligned deities, such as Cayden Cailean, Desna, Erastil, Iomedae, Sarenrae, Shelyn, and Torag. Though each faith has its own methodologies and philosophies on how to go about helping the weak and destroying evil, they all share the same primary goal of making the world a better place. As such, any Pathfinders who share the same paramount tenets are welcome in the Silver Crusade, whether they be law-abiding paladins or tyranny-defying freedom fighters. Most Silver Crusade Pathfinders are good-aligned.
Gaining Fame
Just as there are countless interpretations of what doing good entails, there are an equal number of variations in how the Shining Crusade asks its agents to spread its message throughout Golarion with each mission. Whether delivering much-needed medicine to victims of a rampant plague, ridding an oppressed village of a tyrannical local villain, or aiding an established organization of like-minded humanitarians like the Cult of the Dawnflower, the Knights of Ozem, or the Mendev Crusaders, agents who take every opportunity during the course of their normal Pathfinder duties to leave the indelible mark of good upon the world are valued, and they tend to move up swiftly among the inner ranks of the Shining Crusade.

Faction: Sczarni


Use Pathfinder missions as a front for personal gain.

A loose affiliation of Varisian swindlers, thieves, and smugglers, the Sczarni don't have much in common with the average Pathfinder. But to many, there's little distinction between someone who robs the grave of an ancestor and someone who cons one out of her night's dinner. Thus, when Sczarni and Pathfinders come to town, both are often lumped into the same category by suspicious natives and watchful legal authorities—troublesome people to watch out for. Though not officially allied, many Pathfinders work with local Sczarni throughout the region to aid one another in surviving, hopefully gaining a leg up in their own endeavors in the process.

Faction Leader
Guaril Karela is the mastermind behind all Sczarni activity in and around Absalom, and as so much of the region's business takes place at least in part in the City at the Center of the World, Guaril likes to think of himself as more important on a global scale than perhaps he truly is. Despite his delusions of grandeur, he maintains a low profile working the counter at the Pickled Imp, his curio shop in the Docks. From this strategic location, the ever-smirking charlatan keeps a close eye on what lucrative shipments come into the harbor and what warehouses are left unguarded. The constant flow of dingy sailors and visitors from all over Golarion means that Guaril's agents, both Sczarni and Pathfinder alike, blend in perfectly as they stop into his shop for a tip or to pay respect for a past job.

The Sczarni Pathfinder
Some Sczarni find a life of wandering leads them eventually to the Grand Lodge to become part of a larger organization, though these Pathfinders never lose their loyalty to their Varisian roots. Similarly, Pathfinders of any ethnicity looking to swindle, smuggle, and steal at every opportunity find that they work well with the Sczarni operating throughout much of the world. Ever opportunists, Sczarni know when the Pathfinder Society provides a great cover for their unscrupulous ventures, while similarly shrewd Pathfinders see the benefit of having contacts in nearly every port, especially ones skilled at getting valuable cargos past prying harbor watchmen and tax collectors. Most Sczarni Pathfinders are chaotic-aligned.

Gaining Fame
Pathfinders working in tandem with the Sczarni often earn reputations within the insular organization by delivering or retrieving messages from other operatives in the field, transporting stolen goods while on otherwise standard Pathfinder business, and sometimes stealing from or conning innocents along the way. Few Sczarni admit they belong to the loose affiliation, and even fewer Pathfinders boast of their association with the ill-reputed crooks. While Pathfinder agents who can operate without catching the notice of their friends and allies are a great asset to the Sczarni, conversely, some Sczarni prefer to be seen in the company of acclaimed and well-respected adventurers such as ostentatious Pathfinders, hoping the latter group's more positive reputation will rub off on their own oft-maligned brethren. But sometimes more virtuous Pathfinders are simply sent on Sczarni missions to allow the criminals to keep good company while doing something less than honorable behind the Pathfinders' backs.

Faction: Osirion

In the secrets of the past, we shall find today's triumphs.

Osirion is among the oldest human nations of the Inner Sea region—its founding marked the end of the Age of Anguish. Over its long history, it has experienced centuries of incredible power as well as generations of subjugation under foreign rule, as its ancient might was lost to desert sands and forgotten with the passage of time. With ambitions of once again being the most influential and powerful nation in the Inner Sea region, Osirion knows that Absalom is its largest competitor for the position. So while the nations of Andoran, Cheliax, Qadira, and Taldor battle among themselves for control of the City at the Center of the World, Osirion delves deep into its history to resurrect the secrets of the past. As a sleeping giant, it amasses its power to swoop in on its unsuspecting enemies when they have weakened one another, using the strength of history to secure its future dominance.

Faction Leader
The aged scholar Amenopheus claims to trace his blood to the line of the Jeweled Sages of antiquity. This time-weathered Garundi sage is supposedly the advisor to an obese Osirian noble named Dremdhet Salhar, who sits on the Grand Council of Absalom, but in truth, the fat noble never utters a sentence not planted in his mind by the Sapphire Sage first. Few are aware of the sage's true role, and many of the agents serving him think they work for another spymaster. Though not a member of the Pathfinder Society himself, Amenopheus saw the recent threat posed by the rogue Shadow Lodge cells as a threat to his faction, and played a key role in bringing the Shadow Lodge's subversion to the Decemvirate's eyes by posing as a traitor and infiltrating the cells responsible for the recent conflict between the warring segments of the Pathfinder Society.

The Osirian Pathfinder
More than any other nation involved in the shadow war for control of Absalom, Osirion employs a large number of Pathfinders not originally native to the faction's country. While most Osirians remain loyal to the Ruby Prince even after joining the Pathfinder Society, a significant number of non-Osirian agents also find that their respect for the secrets of the past, their desire to remain unassuming and go unnoticed, and their belief that true power need not be exerted until the time is right are perfectly aligned with the philosophy of Osirion and its Absalom-based faction. Other Pathfinders are less dedicated to Osirion and its specific political goals than interested in the wealth and mystery buried beneath its dunes, and ally with the faction in the hope of gaining access to these unplumbed troves of treasure and lore. Most Osirion Faction Pathfinders are lawful-aligned.

Gaining FameThe most valuable asset to the Osirion faction is knowledge, and Pathfinders willing and able to procure ancient relics for study, copy secret documents, and decipher long-dead languages find themselves well rewarded for carrying out Amenopheus's requests. Many of the faction's goals involve delving into haunted, cursed crypts, and Pathfinders with resistances or dominance over the undead are particularly useful.

Faction: Cheliax

Establish order, no matter the costs.

The proud empire of Cheliax once spread across two continents, but fell to diabolical rule after 30 years of civil war following Aroden's death. Chelaxians believe their nation superior to the others in the Inner Sea region, and won't let something as simple as the death of their patron god prevent them from attaining their prophesied age of glory. The ruling House Thrune and its allies rose to power amid chaos, and established order with the help of the armies of Hell; they maintain control decades later with the same regimented organization of their infernal minions. Though Cheliax already controls the Arch of Aroden, and thus the western entrance to the Inner Sea, Queen Abrogail II's strategists know that control of Absalom is vital if Cheliax hopes to establish order throughout the region. They believe that victory is well within their grasp, and that it will come on the backs of the weak.

Faction Leader
Paracountess Zarta Dralneen relishes her role in Absalom. She's always found the city rife with sins-in-the-making, and takes pleasure in what she regards as "Golarion's largest cesspool of corruption." She uses her beauty and diabolic power in equal measure to corrupt the souls of her enemies. Zarta paints the veneer of a cultured aristocratic lady on her outside, especially when appearing on official Chelish business, but the promise of soul-blasting sin is an ever-present dance in her sultry eyes, and the orgies of excess she holds at her private villa are legendary affairs that most scorn with curses, even as they secretly yearn for invitations. Despite her reputation as a strict taskmaster, Zarta's known hedonistic tendencies have fueled rumors that agents of House Thrune are unhappy with her performance and that her famous lash may be turned against her if she can't generate real results in the struggle for control and influence in Absalom.

The Chelish Pathfinder
Proud Chelish citizens who see the dominance of their nation as inevitable make up the largest segment of the faction's loyal Pathfinders, though not all who ally with Cheliax hail from within her borders. Many non-Chelaxians find themselves drawn to the faction for its infernal ties, either out of curiosity about Hell and its denizens or because of a respect for the faction's strict organization. Cheliax's drive for power and order at all costs also attracts Pathfinders who joined the Society to achieve their own lofty goals and realize their personal potential. Those unwilling to overlook the suffering of the weak or treat with devils for the betterment of all, however, will likely find membership in the Cheliax faction difficult to reconcile with their moral compasses. Most Cheliax Faction Pathfinders are lawful-aligned.

Gaining Fame
Cheliax faction Pathfinders tend to win the paracountess's favor by delivering messages of intimidation to her political enemies, retrieving arcane or extraplanar relics to aid in further mastery of devil-kind, and promoting the establishment of order, tyranny, and Chelish dominance throughout the Inner Sea region. Their missions for the faction often put them at odds with the freedom fighters of Andoran and the lazy representatives of foppish Taldor. A member of this faction should be willing to do whatever is necessary to follow orders, establish the rule of law, and forward the interests of House Thrune, even when doing so may result in the suffering of those unable to avoid being trampled by the march of progress.

Saturday, June 16, 2012

Expanded Feats


In order to function, E6 requires a few feats that are not listed in the books. These are listed below. Please note that not all of the available classes (alchemist, cavalier, summoner, oracle, witch, inquisitor, magus) have had expanded feats created for them yet. I will be fixing that as we go and see which classes people pick.
Class Advancement
You've spent a lot of time studying your class and skills.
Benefit: For the purposes of qualifying for Feats, you may consider the level of one favored class to be one level higher or your BAB as one higher than it is.
Special: You may take this feat twice.

Ability Advancement [Combat]
You've spent time perfecting one of your abilities.
Benefit: Choose one Ability Score; you gain a permanent +1 bonus to that ability score.
Special: You may take this feat multiple times, however, it may only be taken twice for each ability score.

Expansive Skill
Benefit: Upon taking this feat you acquire 4 skill ranks.
Special: You may select this feat multiple times.

Skill Beyond Your Years
Prerequisite: Level 6
Benefit: Upon taking this feat you select a skill. Your max ranks with the chosen skill rise from 6 to 8.

Caster Training
Prerequisite: Character level 6, Ability to cast Arcane or Divine spells.
Benefit: Choose a spell casting class that you have, your effective caster level for that class becomes equal to your total hit dice +2. This does not grant you additional spells or slots.
Special: You may take this feat multiple times, however, you are required to choose a class with which you have not taken this feat.

Expanded Spell Knowledge
Prerequisites: Spellcaster
Benefit: You learn 1 or more new spells known, with spell levels totalling to half of your caster level (round down, and treat a new 0th-level slot as 1⁄2). Thus, a sixth level Sorcerer could gain one 3rd level spell known, one 1st and one 2nd level spell, three 1st level spells, or 6 0th-level spells. This feat cannot provide spells known of a level higher than you can already cast.
Special: You may take this feat multiple times; each time you take it it provides more spells known.

Expanded Caster Stamina
Prerequisites: Spellcaster.
Benefit: You gain 1 or more new spell slots, with spell levels totalling to half of your caster level. Treat 0th level spells as 1⁄2. Thus, a sixth level Wizard could gain one 3rd level slot, one 1st and one 2nd level slot, three 1st level slots, or 6 0th-level slots. This feat cannot provide spell slots higher than you can already cast.
Special: You may take this feat multiple times; each time you take it it provides more slots.

School Specialist
Prerequisite: Wizard 6, Knowledge (Arcana) 6 ranks
Benefit: You gain the eighth level specialist power from your chosen school.

Metamagic Specialist
Prerequisites: Spellcaster class, Knowledge (Arcana or Religion) 6 ranks.
Benefit: For the purposes of applying metamagic feats, treat all spells as one level lower than they actually are.
Special: You may take this feat multiple times.

Awakened Bloodline
Prerequisite: Sorcerer 6
Benefit: You gain your bloodline's bonus 3rd level spell, and its 9th level granted bloodline power.

Martial Veteran
Prerequisite: Fighter 6
Benefit: Upon taking this feat you are treated as having fighter level 8, and Base Attack Bonus +8 for the purpose of selecting feats. In addition when using the Power Attack or Combat Expertise feat you are treated as having +8 Base Attack Bonus.

Master Combatant
Mastery of your craft has increased the effectiveness of your fighter special abilities.
Prereq: Fighter 6
Benefit: You acquire Armor Training 2, and your Bravery increases to +3. You may also choose a second group of weapons with which to gain the Weapon Training Bonus, however, your bonus does not increase.

Barbaric Resilience
Prerequisite: Barbarian 6
Benefit: You gain DR 1/--
Special: You may take this feat a second time, improving your DR from 1 to 2.

Extra Wild Shape
Prerequisite: Wild Shape Class Feature
Benefit: You may Wild Shape one additional time each day.

Plant Shaping
Prereq: Druid 6, Knowledge (Nature) 6 ranks
Benefit: You may use Plant Shape I through your Wild Shape Class Feature.

Improved Elemental Form
Prerequisite: Druid 6, Knowledge (The Planes) 6 ranks
Benefit: You may use Elemental Body II through your Wild Shape Class Feature.

Extra Favored Terrain
Prerequisite: Ranger 3
Benefit: You may select a second Favored Terrain, but your terrain bonuses do not improve.

Step of the Wild Lands
Prerequisite: Ranger 6, Survival 6 ranks
Benefit: You gain the Woodland Stride, Swift Tracker and Camouflage class abilities.

Advanced Rogue Talent
Prerequisite: Rogue 6, Extra Rogue Talent feat
Benefit: You learn one Advanced Rogue of your choice.

Extra Domain
Prerequisite: Cleric 6, Knowledge (Religion) 6 Ranks, Skill Focus: Knowledge (Religion)
Benefit: You gain the domain power and spell list of one additional domain associated with your deity.

Domain Specialist
Prerequisite: Cleric 6, Knowledge (Religion) 6 ranks
Benefit: You gain the eighth level domain power from one of your chosen domains.

Divine Channeling
Prerequisite: Cleric 6
Benefit: Your channel energy dice change from d6 to d8.

Divine Aura
Prerequisite: Paladin 6
Benefit: You may select one of the following Paladin Abilities to acquire; Aura of Resolve, Aura of Justice, or Aura of Faith.
Special: You may take this feat twice.

Excelling Flurry
Prerequisite: Monk 6
Benefit: You use Flurry of Blows with no penalty to your attack bonus.

Flow Like Water
Prereq: Monk 6, Dex 13, Dodge, Mobility
Benefit: You gain the Improved Evasion special ability and your Monk AC Bonus increases to +2.

Enlightened Spirit
The order of the universe flows through your mastery of ki
Prerequisite: Monk 6
Benefit: You gain the Ki Pool (lawful) benefit.

Enlightened Body
Prerequisite: Monk 6
Benefit: Your gain the Wholeness of Body Monk ability.

Enlightened Fist
Prerequisite: Monk 6
Benefit: Your unarmed strike damage increases by one step.

Dirge of Doom
Prerequisite: Bard 6
Benefit: You gain access to the Bard Song ability Dirge of Doom.

Experienced Performer
Prerequisite: Bard 6, Perform (any) 6 ranks
Benefit: You may start a bardic performance as a move action instead of a standard action.

Master Performer
Prerequisite: Bard 6, Perform (any) 6 ranks, Experienced Performer, Skill Focus: Perform (any)
Benefit: You may start a bardic performance as a swift action.

Lingering Song
Your inspirational bardic music stays with the listeners even after the last note has died away.
Prerequisite: Bardic Music
Benefit: If you use Bardic Music to Inspire Courage or Inspire Competence, the effect lasts for a number of additional rounds equal to the number of rounds that your performance lasted.

Ritual Magic
You've become adept at cooperating with other casters to call upon higher magics.
Prerequisite: Ability to cast third level spells; Spellcraft 6 ranks; Skill Focus: Spellcraft, Spell Casting Ability Score of 15 or higher.
Benefit: Two or more spell casters of the same type (Divine or Arcane) who each have the Ritual Magic feat may work together in an elaborate ritual to invoke 4th, 5th, and 6th level spell effects.
Each person may only begin one ritual per day, though they may assist with any number of other rituals. A Ritual Spell takes a base of one hour to perform. Each additional caster involved in the ritual beyond the first two reduces its casting time by 20 minutes to a minimum casting time of 10 minutes with 5 participants.
Special: The spells which may be called upon are chosen by the GM.

WHAT IS E6?


Earlier this year Ryan Dancey suggested that d20 has four distinct quartiles of play:

Levels 1-5: Gritty fantasy
Levels 6-10: Heroic fantasy
Levels 11-15: Wuxia
Levels 16-20: Superheroes

There’s been some great discussion about how to define those quartiles, and how each different quartile suited some groups better than others.

E6 is a game about those first 2 quartiles, and as a result, it has fewer rules, a lowmagic flavor, and it is quick and easy to prepare. I have playtested the system extensively with my crew, and it works as intended. There seems to be a lot of lively debate about E6, and some real interest in how it works, so I’ve revised it here.

HOW E6 WORKS
Like the World’s Most Popular Roleplaying Game, E6 is a game of enigmatic wizards, canny rogues, and mighty warriors who rise against terrible dangers and overcome powerful foes. But instead of using 20 levels to translate characters into the rules, E6 uses only the first 6. E6 is about changing one of d20 fantasy’s essential assumptions, but despite that it doesn’t need a lot of rules to do so.

In E6, the stats of an average person are the stats of a 1st-level commoner. Like their medieval counterparts, this person has never travelled more than a mile from their home. Imagine a 6th-level Wizard or 6th-level Fighter from the commoner’s perspective. The wizard could kill everyone in your village with a few words. The fighter could duel with ten armed guards in a row and kill every one of them. If you spot a manticore, everyone you know is in terrible, terrible danger. Against such a creature, the wizard or fighter may be your only hope. E6 recognizes that 6th level characters are mortal, while providing a context where they are epic heroes.

Levels 1 to 6 was the period where a character comes into his own, where a crash course in action and danger transforms them from 1st-level commoners into capable fighting men (or corpses). Once transformed by their experiences, a character’s growth is no longer a continuous, linear progression. There are still major differences between the master warriors and the veteran mercenaries, but it’s not a change of scale.

RULES
Character progression from level 1 to level 6 is as per the World’s Most Popular Roleplaying Game. Upon attaining 6th level, for each 5000 experience a character gains, they earn a new feat. A diverse selection of feats should be made available in any E6 campaign, however, feats with unattainable prerequisites under this system remain unattainable.

For the purpose of experience awards, treat each 5 feats as +1 CR (or level), to an upper limit of 20 feats. After this, a ratio of 10 feats to 1 CR can be used, as it becomes more and more difficult to bring all a character’s feats to bear in a given situation. Alternatively, and at the GM’s option, player-characters with more than 20 feats can simply be always treated as if they were level 10 for experience and challenge purposes.

BENEFITS OF E6
  1. Very fast play at every level of the campaign.
  2. Focus on planning, not leveling. To defeat the black dragon Zolanderos, the CR 10 terror of Staunwark Island, the heroes will need help, special resources, and information. I want to further encourage party-directed adventuring, and if the heroes want to take on something 4 to 6 CR above them, then that’s what they will require.
  3. A low magic game that everyone knows how to play.
  4. Never a need for meaningless encounters. The players can be involved in a dozen or so major combat scenarios (perhaps more than one encounter each) and have proven themselves and made a major accomplishment. See Lord of the Rings movies, or most fantasy novels.
  5. Classic monsters stay classic throughout the campaign; Chimeras and Aboleths start scary, and stay scary. Dragons are always exciting encounters.
  6. Even legendary heroes remain mortal; while a 6th level fighter who has taken toughness several times can take on a good mob, he isn’t invulnerable. The sorcerer’s 6d6 fireballs are phenomenal, but not so powerful that he can destroy a village and not fear retaliation.
  7. Quicker prep. Make a 1st, 3rd, 5th, and 6th version of a sorcerer, and now you have a whole sorcerous dragon-cult that can last you through your whole campaign.
  8. You can put what you’ve learned of the rules to good use. It’s hard to know every 4th through 9th level spell out there; they’re the ones we see the least. But we’ve seen 0th through 3rd level spells many, many times, and mastery over them is relatively simple.
  9. E6 is a great system for on the fly GMing. If you’re reasonably familiar with what a 2nd level threat looks like, power-wise, you can probably get away with running it without stats handy.

Potential FAQ's


Q: Why yet ANOTHER game change?
A: Well, this is complex and yet simple. First, over half our game group drops in and out on a weekly basis. This leads to a lot of inconsistency. Those people rarely known what is going on and just want to come kick-ass for a few hours and go home. Second, we have tried 4-5 "campaigns" now and they don't seem to work very well with this group. I'm not sure why, but I think that reason #1 plays into it, along with tequila, rum and beer.

Q: So what's kind of game are you going to be running if it is not a campaign?
A: The idea is to lean heavily into an episodic game. Each adventure will be playable in 3-4 hours, ensuring that we can finish it in a single night. The adventures will be stand alone, but there will be plot threads that can link them up. Think of it like a season of a TV show, where each episode stands alone, but there are occasional recurring issues. If you have been there each week for the show, you catch the fine nuance. If not, then you still get to watch your favorite characters do something cool. Same idea at the table.

Q: So what rules are we using?
A: We are going to be using the Pathfinder rule system, with a few changes. Most of you know this system, so it's not a huge thing. The rest of you will catch on quickly. 80% of the rules are the same as we have been using for True20. For those of you wondering what the changes are, they can best be summarized by saying E6.

Q: E6? What the hell is that?
A: Basically you level only to level 6. After that you just get a feat with no stat changes. The reason behind this is that the game gets wonky and unwieldy a few levels after that. Most of you know what I mean. The rest of you can just trust me on it.

Q: Okay, so what is this non-campaign campaign about?
A: Basically everyone will be working for an organization called the Pathfinder Society. This is kind of like an old gentleman's club of explorers, archeologists, tomb raiders, and adventurers. This society has different captains that finance expeditions to find, discover, recover or flat out steal things. They also unwittingly get involved in random politics as people seek to use the Society's vast resources to their own ends. I have provided a few links about the society.



Welcome

Welcome to the Pathfinder Society page.

This is a home for the Tuesday game. Included is information on the setting, characters, NPC's and various home rules. This gives us all a place to keep track of some of the stuff going on. Additionally it allows the DM to communicate things easily.

So take a look at some of these links to get an idea of what is going on with this game. See everyone on Tuesday!