Tag: rules

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  • Character Creation

    *0 General Notes of Great Importance* You will be building 3 separate characters each for this adventure, each with its own background, personality and appearance. You will designate the order in which your characters will be called to action. If your …

  • Story Points

    Story points are a mark of your advancement in the story and as characters. ⁃ For every story goal or sub-quest that the group accomplishes you gain 5-20 points (dependent on the mission). After every 50 story points that you earn you gain a group …

  • Soul Stones

    Soul Stones are ancient devices that look like purple black polished elliptical stones the size of a grown man’s fist. They are cool to the touch until they are activated, at which point the grow warm and glow in a greenish-yellow color (and shed light as …

  • Character Advancement

    *Advancing in Guild ranks* Each Faction has seven ranks, each rank has ten levels. Characters from rank 4 (inclusive) and above receive a weekly stipend from the Guild. Characters begin Desert Heat at the 5th level of the 2nd rank of their faction. …

  • Thieves Guild Factions

    *Assassins* Second oldest faction in the guild and one the smaller factions in existence today. Paradoxically perhaps the Assassins’ faction is one of the most secretive factions in the guild (surpassed only by the Spies), and yet also the one most …

  • Guild Ranks

    *Assassins* 1 Murderer 2 Slayer 3 Eliminator 4 Silencer 5 Executioner 6 Assassin 7 Master Assassin *Grifters* 1 Associate 2 Apprentice 3 Journeyman 4 Scammer 5 Confidant 6 Grifter 7 Master Grifter *Enforcer* 1 Thug 2 Brawler 3 …

  • Contacts

    Contacts come in three varieties: information contacts, influence contacts, and skill contacts. *Information Contacts* Information contacts are useful for what they know. They're the ones who hear all the rumors - and they can discern which ones are …

  • House Rules

    *Combat* • We will be using the _Advantage system_ from The Black Company rules. This includes the modification to Conditions (their effect on Initiative), but does *not* include the Battlefield Events subset of rules (so nothing special happens when …

  • Sample Fighter

    *Jerome Bladebearer* *CR* 5 Male Human- Fighter 5 *Senses:* Perception +4 *Init:* +3 Advantage: 2 *Languages:* Common, Goblin; Thieves’ Sign Language *AC:* 17, touch 11, flat-footed 16 (modifiers) *Hit Points:* 63 HD: 5 *CMD:* 21 *Fort* +7, * …

  • Pledging Allegiance

    *General* Alliances grant you a +2 circumstance bonus on all Charisma-based skill checks made when dealing with a member of your alliance - provided that you make your membership known to the other member in-game. If the alliance has a sub-alliance, then …

  • Combat Cheat Sheet

    *Desert Heat Combat* *Step 1: Determine the Surprise* − As in PFRPG − The side with the most aware combatants receives the Advantage *Step 2: Determine the Advantage* − AP may be used (only once per round) − If no surprise round occurred then the …

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