Modérateur: César


Messagepar César » 17 Août 2016, 00:00

Un fil de discussion sur la technique.
Pour faire, ce sont les règles de Pathfinder. Je suppose que vous les connaissez. Si ce n'est pas le cas, faites signe, ce n'est pas très important, mais il faut que j'adapte mon discours :-P

Les ouvrages de base utilisés sont : le manuel des joueurs, le manuel des joueurs règles avancées, l'art de la magie, l'art de la guerre, Advanced Race Guide, le Cadre de campagne de la Mer Intérieure, Ultimate Intrigue et des morceaux du manuel des classes avancées.
Les ouvrages sur Golarion (Pathfinder Campaign Setting et Pathfinder Players' Companions) sont aussi plus ou moins dans la pile.
De manière générale, si vous voulez quelque chose (don, sort, pouvoir, archétype, objet ...), demandez moi avant.

J'ai déjà évoqué les modifications et choix de règles. Si nécessaire, je ferai une petite liste des principales compétences d'artisanat (il doit y en avoir une quinzaine en tout et elles ont un périmètre assez extensif). Pour les Arts, les arts éphémères sont représentés par les compétences de Représentation, les autres par des compétences d'Artisanat.

Je dispose d'un petit fichier récapitulant toutes les règles de la nouvelle classe de Justicier (Vigilante) [en Anglais]. Je peux vous l'envoyer par mail, si vous me le demandez par mp (avec l'adresse de destination).
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Re: Technique

Messagepar César » 17 Août 2016, 00:05

Les traits
Vous commencez avec deux traits classiques (Ultimate Campaign) au choix (mais dans deux catégories différentes).
Vous avez également 1 trait de campagne ; deux si cela paraît faisable.
La liste des traits de campagne est la suivante (on verra en fonction des personnages, ceux ou celui qui paraissent appropriés). Oui, c'est en anglais, j'ai eu la flemme de traduire.

Child of Kintargo: You had the fortune (or perhaps the misfortune, depending on your viewpoint) to be born into one of Kintargo’s noble families. Your experience growing up among the city’s well-to-do has given you an upper hand when it comes to knowledge of high society, and you start the game with a modest inheritance. With the new situation in Kintargo brewing, there is much concern about an eventual restructuring of the city’s nobility. Already, one noble estate has burned to the ground under what can best be described as suspicious circumstances, but whether the government or rebels were responsible depends on whom you ask. With this trait, the assumption is that you belong to a minor noble family (and can make up your family name). In this case, your family keeps a small manor in the Greens. If you want to be a member of one of Kintargo’s major noble families, you must take the Noble Scion feat at 1st level.

Diva in Training: The opera is perhaps the most important and prestigious form of entertainment offered in Kintargo, and the Kintargo Opera House is among the most famous of its kind. You’re hardly a superstar among the performers who’ve graced the stage there, but you have performed several times before in small parts. Just recently, you got your big break—you’d won a role in the infamous opera Huntress of Heroes, and had been studying for the role furiously before the onset of martial law dashed your plans to the dirt. Now that the Kintargo Opera House has been claimed by Barzillai Thrune, all shows have been canceled and your chance at success seems to have been lost. Yet you can’t lose hope. You still practice your skills, and some day, perhaps the Kintargo Opera House will open its doors again, at which point you intend to be center stage!

Ex-Asmodean: You, or perhaps your family, were once worshipers of Asmodeus, but something happened that made you lose your faith. Perhaps your family was asked to give up something dear as a sacrifice, such as the life of a newly born brother or sister. Maybe the church used your family as a scapegoat to cover up a crime someone higher in the church committed. Or perhaps you simply met someone who opened your eyes and showed you the truth—that Asmodeus does not care for his followers, and that the deity of your new religion does. In any event, you left the church, and as a result, your family was punished; they were either put in prison, exiled from Kintargo, or perhaps even executed. Ever since, you’ve vowed to some day get revenge against the church.

Fed-Up Citizen: Kintargo is a tough place to live if you count yourself as a law-abiding citizen. While you likely agree with most others of Kintargo that many of the laws put in place by House Thrune seem excessive, you always respected the law and honored it as best you could. You likely worship a deity such as Abadar or Iomedae —a lawful neutral or perhaps lawful good power allowed to practice within Cheliax, but only under restrictions. Yet despite this, Thrune has always made Cheliax a safer place to live. But with recent events, enough is enough. As much as it pains you to admit, the law of the land is now manifestly and obviously not correct, and something must be done to oppose this misuse of power. If that means aligning yourself to a rebel faction such as the Silver Ravens, so be it.

Gifted Satirist: You grew up among Kintargo’s performers and entertainers. Perhaps your parents or older siblings were singers at the Kintargo Opera House, or maybe you simply had to make ends meet as an orphan of the streets by busking. Whatever the case, you’ve long been exposed to the practice of cloaking scathing political commentaries in the form of harmless entertainment. Whether you conceal your satire in the form of novels, plays, screeds, or public letters, you’ve yet to make a name for yourself as a political presence in Kintargo—but in time, you hope to change that!

Historian of the Rebellion: You’ve long been interested in the legacy of the Silver Ravens—a group of freedom fighters that rose to prominence in Kintargo during the Chelish Civil War. There’s frustratingly little information today about the group, and you suspect that most of what was recorded about the Silver Ravens has long since been redacted or destroyed by government agents, but you’ve managed to pick up a tidbit here and there. Most of your knowledge isn’t so much about the Silver Ravens specifically, but more about general histories of rebel groups and freedom fighters who have fought against oppressive governments throughout history, both in Cheliax and beyond.

Natural Born Leader: Whenever you found yourself involved in a group effort in the past, be it working with siblings to handle a family emergency, conspiring with friends to orchestrate a prank, or throwing in with coworkers to take care of an unanticipated complication at work, you tended to end up in a position of leadership. It might be unclear to you why this is the case, or you might deliberately seek out such positions, knowing you can organize any group to be something greater than the sum of its parts, but your knack for managing groups has always pushed you to the front of any operation you’ve found yourself a part of.

Pattern Seeker: There are patterns in the world, both natural and artificial, that if only one can interpret them correctly, great secrets could be divined. You have long been fascinated by the idea of these hidden patterns, perhaps because a sibling or parent went to the grave obsessed with seeking a pattern, or maybe because you feel that you’ve uncovered a previously unknown pattern. Kintargo has a particularly unique pattern of its own; the belfry atop the Temple of Asmodeus rings at what seem to be random intervals. None know who or what rings the bells, and no true pattern by which the so-called Devil’s Bells has yet accurately predicted the tolling. Many have tried, and extensive but always incomplete documents exist that track the dates and times of recorded ringings back to the end of the Chelish Civil War, when the church of Asmodeus first claimed the abandoned temple of Aroden as their own. Maybe you will be the one to solve the pattern of the Devil’s Bells?

Star Struck: Growing up in Kintargo, it’s hard not to become obsessed with one of the city’s celebrities. There are so many to choose from, and they’re all so glamorous, rich, and successful! Wouldn’t it be amazing to, perhaps some day, meet one of them? Or even better, to be a Kintargan celebrity yourself? Your interest in one of Kintargo’s celebrities could be completely benign, with the NPC acting as a muse, inspiration, or role model for you that you used to guide many life choices leading you to this day. Or perhaps your interest is more akin to an obsession, in which you hope to some day live a life like that you imagine your idol lives, or perhaps even to some day meet and become friends (or perhaps more than friends) with your idol. Keep in mind, though, that sometimes a celebrity’s public persona and real personality are two very different things, and if some day you were to meet your idol, you might be surprised at the truth! That said, the fact that, by all accounts, your idol has been missing since House Thrune instituted martial law has you worried; you hope he or she is all right! The fact that all five of the local legends listed below have been rumored to have ties to the Silver Ravens further concerns you, considering how that group seems to have been particularly targeted by Barzillai Thrune’s agents over the past week. The fate of all five of these Kintargan icons will be revealed at some point during the Hell’s Rebels Adventure Path, but keep in mind that some of those fates might not be pleasant discoveries for you!

Urban Sleuth: Much of Kintargo’s history is lost or hidden. You know because you’ve made a point of seeking out those secrets. Local urban legends and bits of strange historical rumors have long fascinated you—who knows what amazing truths about Kintargo’s past have been lost forever to the redactors of House Thrune? What caused Professor Mangvhune of the Alabaster Academy to become the city’s most infamous serial killer? Who were the dragons Adrakash, Ithanothaur, and Rivozair, and what were their ties to Kintargo? Why do the Devil’s Bells of the Temple of Asmodeus seem to ring at random times, and is there a pattern to the peals? Who were the Silver Ravens who defended Kintargo during the Chelish Civil War, and why did they vanish so soon after that war’s resolution? So many mysteries, and who better than you to find the answers?
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Re: Technique

Messagepar César » 17 Août 2016, 00:07

Don alternatif. Pour les personnages de la haute noblesse locale.

Variant Feat—Noble Scion
You are a member of one of the significant noble families of Kintargo, whether or not you remain in good standing with your family. Note that the Victocora family has gone missing and its estate recently burned to the ground, so they’re not an option for this feat. Note also that the Delronge, Sarini, and Tanessen families are well known Thrune sympathizers, so that if you choose to be a member of one of these families, you should play an outcast from the family, someone who’s been shunned and perhaps even disinherited from the family for personal or political views. (In such a case, you’d still gain the monetary boon from the Child of Kintargo trait, should you take it. This boon represents all you’ve managed to get away with before being kicked out of the house.)
Prerequisites: Charisma 13 or Child of Kintargo trait, must be taken at 1st level.
Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and Knowledge (nobility) is always considered a class skill for you. You also gain an additional benefit, depending on which family you belong to.
    Aulamaxa: You gain a +1 bonus on Perform checks, and Perform is always a class skill for you. If you have the bardic performance ability, you can use that ability for an additional 3 rounds per day.
    Aulorian: You gain one of the following languages as a bonus language: Abyssal, Aklo, Celestial, Draconic, Infernal, or Sylvan. Once per day, as a free action before you roll, you can gain a +2 bonus on any Spellcraft check you make.
    Delronge: Although you no longer associate yourself with your house (and might indeed have been disowned due to your conflicting political views), you retain the horsemanship training you received as a child. You gain a +1 bonus on Handle Animal and Ride checks, and both are always class skills for you.
    Jarvis: You have an innate understanding of architecture, particularly when looking for hidden doors and secret areas. You receive a Perception check to notice secret doors and hidden architectural features whenever you pass within 10 feet of them, whether or not you are actively looking.
    Jhaltero: You have access to the family’s extensive information network. Whenever you use Diplomacy to gather information, roll twice and take the better result.
    Sarini: Your family has long been open about its allegiance to House Thrune, something that has always ashamed or scandalized you. Although you are no longer welcome at home, you still have memories of lessons in diabolism, and gain a +1 bonus on all Knowledge (planes) checks made to know information about Hell or devils. Knowledge (planes) is always a class skill for you. You also gain Infernal as a bonus language.
    Tanessen: You no longer see yourself as a Tanessen, due in large part to your own differences in opinion with the family’s allegiance to Thrune, but what you learned as a child about leadership in battle still applies today. You apply your Charisma modifier instead of your Dexterity modifier to Initiative checks.
    Vashnarstill: Your family has always prided itself in knowing as much as there is to know about any topic that interested them. You gain a +1 bonus on all Knowledge skills in which you have at least 1 rank.
Special: This is a variant of the Noble Scion trait presented in Pathfinder Campaign Setting: The Inner Sea World Guide, customized to fit more seamlessly with a Kintargo-based campaign. If you take this version of the feat, you cannot also take the version presented in The Inner Sea World Guide.
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