Zeb
2017-11-28, 07:42 PM
Short version:
For my sandbox e6 game the players could run into some gestated binder//incarnum users, while I have the basics done- Human binder 6//incarnum user 6 and one feat locked in to improved pact binding i'm looking for some good/interesting combos that make them feel unique and not just cookie cutter encounters.
If there are some different pacts that work with specific binds especially hands, feet, crown and totem that would be excellent.
Long version with some spoilers so my players please keep out.
The Campaign is historic inspired based on a map of the Roman empire at the height of its power. Historically inspired in that myths legends and gods are all real but also mapped to real world geography and with lots on historic nods.
There are 4 Great Powers who all have global domination goals. Rome is currently the greatest power thru the use of teamwork, and creativity, artificers provide wonders and clockworks that support Legions who wish to become full citizens and thus train for teamwork fighting benefits and widespread use of auras, marshals and large group tactics. their expansionist prowess and conversion tactics have actually cowed 2 of the other powers into "peace" with them.
Once the masters of the known world the undying "God Pharaohs" of Egypt have suffered many setbacks over the last millennia. The defection of Archimedes from Rome and the Arcane MightTM in their Tomb Cities mean that while they are cowed the remain unbroken.
Stronger, faster, heartier and just better(statwise) than the other races of men; from the far north are the AEskman or Vikings. While they hold the least territory they are the most feared in battle.
Finally and most pertinent to this request are the Greeks, lead by Atlantis they wish to reclaim the glory they had of old, but the number of Godblooded is so few and the last Great unifying leader was Alexander.
The Party is completely open to do whatever in world, the only constraint was that they could only have PCs from just one of the Great powers to avoid them working at cross purposes. Currently they have a Viking seeking to reclaim his throne, a Celtic druid summoner working to bring down the oppressive roman invaders, A desert nomad Assassin who kills the most dangerous targets for the most coin, An African Spirit shaman seeking his lost tribesmen who were ransomed into slavery in the north, A Chinese candle maker who wears a yellow turban and doesn't speak of his homeland, a Chinese monk who speaks much of his homeland and seeks a wan to regain the Emperors favor, A young druid lass who spends more time as a beast than woman, and the player whose current record is four sessions without losing a character- a strange man tormented by whispers only he can hear, with an unnatural interest in the unliving.
After a summer of genocide and mayhem the party has come across/caught up to a Greek adventuring party, killing all but the spartan commander 4 soldiers and the slave rowers they sorta pirated the ship, but now want to go follow up with what the Greeks were doing. The Greeks had broken into an Egyptian tomb complex and stolen the information about as well as tools for the ritual to create necropolitians. The party wants to see where this is going so they are sailing with them.
Where it is going: The Greek plan for World Domination-
Step One: constrain roman naval power via hit and run guerrilla warfare and undersea operating Atliantians.
Step Two: unleash Monsters in Roman occupied areas to draw out the legions and cause mass causalities.
Step Three: Steal the process to create free-willed undead that retain the powers they have.
Step Four: Find the titan formerly in charge of Death *current step
Step Five: Free Death titan into undeath
Step Six: Use control over undead to force undead Pharaohs to work for Greece, and the new piles of bodies as hosts for souls of fallen Greek heroes and take over the world!
Each Great power has some plan for world domination and I adjust how they are progressing based on the actions of the heroes.
So on the current step they are going to the island of Cyprus the first home of mount Olympus to find something of the former Dearth titan (Erbros) hopefully his weapon. With one of the titan's possessions as a focus they will go to Crete and get Theseus string wich will work to Find the path to the titan who I have trapped in a mountain in Romania and whose blood is being drank to create a clan of proto-Vampires, but that is a bit far forward for the party, their attention span is not so good.
So I have States some Roman cavalry who is garrisoned on Cyprus for them to Avoid or fight so between getting there and then dealing with them they might just chase a squirrel in a different direction.
But if/when they get to Olympus I want them to find these hermits who are their communing with fallen titans(pact magic) but also use the residual power from the Gods and titans a la incarnum style. So perhaps a hermit who regularly binds Eurynome (http://therafimrpg.wikidot.com/eurynome) would use a different incarnum load-out than one who binds Haagenti (http://therafimrpg.wikidot.com/haagenti). Obviously there are only so many hand, feet and crown binds available but I would rather not have them all just using the same ones and only be distinguished by the vestige bound.
So any cool vestige/incarnum combos that I should use or include?
I incorporate most 3.X or pathfinder material with setting tweaks if it is reasonable.
For my sandbox e6 game the players could run into some gestated binder//incarnum users, while I have the basics done- Human binder 6//incarnum user 6 and one feat locked in to improved pact binding i'm looking for some good/interesting combos that make them feel unique and not just cookie cutter encounters.
If there are some different pacts that work with specific binds especially hands, feet, crown and totem that would be excellent.
Long version with some spoilers so my players please keep out.
The Campaign is historic inspired based on a map of the Roman empire at the height of its power. Historically inspired in that myths legends and gods are all real but also mapped to real world geography and with lots on historic nods.
There are 4 Great Powers who all have global domination goals. Rome is currently the greatest power thru the use of teamwork, and creativity, artificers provide wonders and clockworks that support Legions who wish to become full citizens and thus train for teamwork fighting benefits and widespread use of auras, marshals and large group tactics. their expansionist prowess and conversion tactics have actually cowed 2 of the other powers into "peace" with them.
Once the masters of the known world the undying "God Pharaohs" of Egypt have suffered many setbacks over the last millennia. The defection of Archimedes from Rome and the Arcane MightTM in their Tomb Cities mean that while they are cowed the remain unbroken.
Stronger, faster, heartier and just better(statwise) than the other races of men; from the far north are the AEskman or Vikings. While they hold the least territory they are the most feared in battle.
Finally and most pertinent to this request are the Greeks, lead by Atlantis they wish to reclaim the glory they had of old, but the number of Godblooded is so few and the last Great unifying leader was Alexander.
The Party is completely open to do whatever in world, the only constraint was that they could only have PCs from just one of the Great powers to avoid them working at cross purposes. Currently they have a Viking seeking to reclaim his throne, a Celtic druid summoner working to bring down the oppressive roman invaders, A desert nomad Assassin who kills the most dangerous targets for the most coin, An African Spirit shaman seeking his lost tribesmen who were ransomed into slavery in the north, A Chinese candle maker who wears a yellow turban and doesn't speak of his homeland, a Chinese monk who speaks much of his homeland and seeks a wan to regain the Emperors favor, A young druid lass who spends more time as a beast than woman, and the player whose current record is four sessions without losing a character- a strange man tormented by whispers only he can hear, with an unnatural interest in the unliving.
After a summer of genocide and mayhem the party has come across/caught up to a Greek adventuring party, killing all but the spartan commander 4 soldiers and the slave rowers they sorta pirated the ship, but now want to go follow up with what the Greeks were doing. The Greeks had broken into an Egyptian tomb complex and stolen the information about as well as tools for the ritual to create necropolitians. The party wants to see where this is going so they are sailing with them.
Where it is going: The Greek plan for World Domination-
Step One: constrain roman naval power via hit and run guerrilla warfare and undersea operating Atliantians.
Step Two: unleash Monsters in Roman occupied areas to draw out the legions and cause mass causalities.
Step Three: Steal the process to create free-willed undead that retain the powers they have.
Step Four: Find the titan formerly in charge of Death *current step
Step Five: Free Death titan into undeath
Step Six: Use control over undead to force undead Pharaohs to work for Greece, and the new piles of bodies as hosts for souls of fallen Greek heroes and take over the world!
Each Great power has some plan for world domination and I adjust how they are progressing based on the actions of the heroes.
So on the current step they are going to the island of Cyprus the first home of mount Olympus to find something of the former Dearth titan (Erbros) hopefully his weapon. With one of the titan's possessions as a focus they will go to Crete and get Theseus string wich will work to Find the path to the titan who I have trapped in a mountain in Romania and whose blood is being drank to create a clan of proto-Vampires, but that is a bit far forward for the party, their attention span is not so good.
So I have States some Roman cavalry who is garrisoned on Cyprus for them to Avoid or fight so between getting there and then dealing with them they might just chase a squirrel in a different direction.
But if/when they get to Olympus I want them to find these hermits who are their communing with fallen titans(pact magic) but also use the residual power from the Gods and titans a la incarnum style. So perhaps a hermit who regularly binds Eurynome (http://therafimrpg.wikidot.com/eurynome) would use a different incarnum load-out than one who binds Haagenti (http://therafimrpg.wikidot.com/haagenti). Obviously there are only so many hand, feet and crown binds available but I would rather not have them all just using the same ones and only be distinguished by the vestige bound.
So any cool vestige/incarnum combos that I should use or include?
I incorporate most 3.X or pathfinder material with setting tweaks if it is reasonable.