Heroes Of The Streets

Transcription

Every Side Is theBad Side of Town! Heroes of theStreets

Urban Conflict Hot SpotsUrgirMagnimarPopulation: 16,428One of the largest cities in Varisia and the most widely connected,Magnimar is built atop ruins left over from one of the Inner Searegion’s greatest bygone empires, and still occasionally pays theprice as strange magic and inhuman beasts stalk the streets.Population: 28,700Built within a conquered dwarven Sky Citadel, Urgir is uniqueas a relatively safe place—in theory—for orcs and non-orcs totrade in large numbers. It also holds the Inner Sea region’sonly publicly known open passage to the Darklands.IsarnKintargoPopulation: 11,900Technically part of Cheliax but isolated from thatnation, Kintargo is a city of would-be spies, secretsocieties, and quiet rebellion, only recentlycoming under the covetous eye of House Thrune.Population: 42,700Once a marvel of civilization whose facades were built bythe finest architects in Avistan, the scabrous streets of Galt’scapital city now reek of blood. The people live in fear of riots,scheming senators, and judgments delivered by the GrayGardeners—Galt’s vigilante executioners.OpparaPopulation: 109,280Taldor’s capital dates back to before Aroden ascended as a god, andsees itself as the font of civilization from which all of Avistan drank.But now, poverty, mismanagement, and selfish nobles have allowedthe city to crumble and crime to run rampant.AzirPopulation: 72,370Azir is a city on the rise, booming from lucrative newtrade opportunities and internal innovation, but thecapital of Rahadoum is also a hotbed of seditious cultswho battle the nation’s atheistic Pure Legion.AbsalomPopulation: 303,900Criminal syndicates, trade barons, and scheming politicos dominateAbsalom’s towering spires, and dozens of motley gangs battle throughthe metropolis’s back alleys as everyone conspires in an endlessshadow war for control of the City at the Center of the World.

Authors John Compton, Mikko Kallio, Nicolas Logue,Michael McCarthy, Mike Myler, and David N. RossCover Artist Kiki Moch RizkyInterior Artists Mauricio Calle, Donald Crank,Kiri Østergaard Leonard, Ian Perks, Simul,Anson Tan, and Vicky YarovaCreative Director James JacobsEditor-in-Chief F. Wesley SchneiderExecutive Editor James L. SutterDevelopment Leads Crystal Frasier andOwen K.C. StephensSenior Developer Rob McCrearyDevelopers John Compton, Adam Daigle,Mark Moreland, and Owen K.C. StephensAssistant Developers Crystal Frasier,Amanda Hamon Kunz, and Linda Zayas-PalmerSenior Editors Judy Bauer and Christopher CareyEditors Joe Homes, Jason Keeley, Kate O’Connor,and Wendy WagnerLead Designer Jason BulmahnDesigners Logan Bonner, Stephen Radney-MacFarland,and Mark SeifterManaging Art Director Sarah E. RobinsonSenior Art Director Andrew VallasArt Director Sonja MorrisGraphic Designer Emily CrowellPublisher Erik MonaPaizo CEO Lisa StevensChief Operations Officer Jeffrey AlvarezDirector of Sales Pierce WattersSales Associate Cosmo EiseleMarketing Director Jenny BendelVice President of Finance Christopher SelfStaff Accountant Ashley KaprielianData Entry Clerk B. Scott KeimChief Technical Officer Vic WertzSoftware Development Manager Cort OdekirkSenior Software Developer Gary TeterCampaign Coordinator Mike BrockProject Manager Jessica PriceLicensing Coordinator Michael KenwayCommunity Team Liz Courts and Chris LambertzCustomer Service Team Sharaya Kemp,Katina Mathieson, Sara Marie Teter, andDiego ValdezWarehouse Team Will Chase, Mika Hawkins,Heather Payne, Jeff Strand, and Kevin UnderwoodWebsite Team Christopher Anthony, Winslow Dalpe,Lissa Guillet, Julie Iaccarino, Erik Keith, andScott SpaldingOn the CoverTable of ContentsFor Your Character2Introduction4Welcome to the Metropolis6Life in the Big City8The City Walls10The Marketplace12The Magic Shop14The Guardhouse16The Temple District18Soul of the City20The Stone Jungle22Savage Streets24Back Alleys26Below the Cobblestones28Street Magic30Next Month!32Urban Conflict Hot SpotsInside Front CoverReferenceThis Pathfinder Player Companion refers to several other Pathfinder Roleplaying Gameproducts and uses the following abbreviations. These books are not required to make use ofthis Player Companion. Readers interested in references to Pathfinder RPG hardcovers can findthe complete rules from these books available for free online at paizo.com/prd.Advanced Class GuideAdvanced Player’s GuideBestiary 2Bestiary 3ACGAPGB2B3Bestiary 4Ultimate CombatUltimate EquipmentUltimate MagicB4UCUEUMThis product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder RoleplayingGame or the 3.5 edition of the world’s oldest fantasy roleplaying game.Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game Licenseversion 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters,deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previouslybeen designated as Open Game Content or are in the public domain are not included in this declaration.)Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizogame product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portionof this work other than the material designated as Open Game Content may be reproduced in any form withoutwritten permission.The rabble-rousing Jirelle and Lem leada group of disgruntled citizens againstan oppressive city government in thisstirring cover by Kiki Moch Rizky.Paizo Inc.7120 185th Ave NE, Ste 120Redmond, WA 98052-0577paizo.comPathfinder Player Companion: Heroes of the Street 2015, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., thePaizo golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are registered trademarks of Paizo Inc.;Hell’s Rebels, Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Path, PathfinderBattles, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Flip-Mat, Pathfinder Map Pack, PathfinderModule, Pathfinder Pawns, Pathfinder Player Companion, Pathfinder Roleplaying Game, and Pathfinder Tales aretrademarks of Paizo Inc.Printed in the U.S.A.

For Your CharacterFocus CharactersFor Every CharacterThis Pathfinder Player Companionhighlights options for charactersof the following classes, in additionto elements that can apply to a widearray of other characters.Certain game elements transcendthe particulars of a character’s race orclass. While everything in this book isdesigned to work with characters whoare focused on urban environments,the following elements detailed herework equally well for all PathfinderRPG characters, regardless of class,motivation, or background.BardsFrom underworld syndicates toaristocratic feasts, bards can makethemselves at home in any cornerof urban society. Several new spellshelp a bard accomplish goals bothovert and covert, while the buskerarchetype (page 26) suits those whorely more on trickery than charm.InvestigatorsMysteries abound and scoundrelslurk in any large metropolis. Thelamplighter archetype (page 17)grants investigators the powerto shine literal light on the city’sdarkest shadows, while town guardsand city defenders can serve aseither useful clients to call upon theinvestigator’s services or corruptantagonists to overcome.The feats presented in this bookhelp characters f ind their wayin a complicated city landscape.Whether your character is a ThroatSlicer (page 29) dealing a bloody endto her enemies or the sheltered childof a cloistered upbringing (page 5),the options presented herein willhelp customize characters to feeldistinctly urban.New MagicAs perhaps the quintessential urbanclass, rogues effortlessly blend intothe background hum of the city.Subterfuge-focused gear, new roguetricks, and duplicitous magic items allhelp rogues finish the next job, whilethe dark lurker archetype (page 26)emphasizes rogues’ gift for vanishinginto the city’s long shadows.The city presents certain challenges,from finding your way through theartificial maze of streets, to findingthe coin to pay for goods and services,to battling unique opponents — bothhumanoid and far worse. Sprinkledthroughout this book are new magicitems (pages 14–15) and new spells(pages 22–23 and 30–31) designedto help characters overcome urbanthreats. Additionally, new options onpages 20–21 help those classes whosemagic might normally be deemeda bit provincial feel a little more athome in the city.ShamansSubdomainsThough oft thought of as servants ofisolated peoples, ancient traditions,and frontier cultures, shamansemerge wherever the spirits speakto them, and spirits crowd ancienttenements and neglected parks assurely as they do lost barrows andforest glades. The new slums shamanspirit (page 21) helps shamans hearthe urban landscape’s own whispers,and a bevy of new spells help themsurvive a city’s dangers.Where there are people, there areworshipers, and the throngs inevery city have their own spiritualneeds. Big cities host countlessfaiths and sects—often ones withRogues2Feats and Traits?Questions toAsk Your GMAsking your Game Master thefollowing questions can help youand your character get the most outof Pathfinder Player Companion:Heroes of the Street.1 How focused will the campaignbe on city adventures? Will it bean urban campaign, like the Hell’sRebels Adventure Path, or will largecities play only a small role?2 Will we have access to anyhybrid classes expanded on inthis book, such as the bloodrager,hunter, or skald from the PathfinderRPG Advanced Class Guide?3 What role will the localauthorities play? Will the PCs workwith or for the established lawenforcement in the city, or will theyoperate against it?diametrically opposed dogmas—inclose proximity, making the battlefor mortal souls a constant struggleamong the spires and alleys. Manydivine classes can make use of thenine new subdomains (pages 18–19)that expand on important aspects ofurban life and spirituality.Tools and EquipmentNot every problem requires a violentsolution, and in the city a bit ofknowledge will get you further than awicked knife. The new equipment inthis book (pages 12–13) provides newapproaches to problem solving, fromhelpful guidebooks to espionagesupplies. With the right gear at yourdisposal, you may never even need tolift a sword.DID YOU KNOW?The Inner Sea region’s largest city, Absalom, covers over 17 square milesand has a population of over 300,000 people, making the metropolisroughly as large as 17th-century London or Paris, or as big as Romeduring the twilight days of its empire (and larger than Rome would beuntil after the 19th century).

Heroes of the StreetsRules IndexThe following new rules options are located on the indicatedpages, alongside several general feats and other options.ARCHETYPESAlley witchBuskerConstableDark lurkerEldritch archerLamplighterSiegebreakerUrban bloodragerUrban hunterUrban 242525TYPEPAGECunning CasterEdge RunnerFilth ForagerFilthy WeaponsGuild EmissaryMud in Your EyeRat CatcherSubtle DevicesThroat SlicerUnderworld —28282829292929292929TRAITSCharmed InnocentCloistered UpbringingCultivatedCunning LiarCutting CondescensionDiligenceGood FolkLost OriginsMock GladiatorPracticed DisruptorSeafaring ReputationStreet WaryUrban AcolyteVigilant SpycatcherWiscrani SocialSocialPAGE5555105551617115181017OTHER RULES OPTIONSAlternate racial traitsCity guidesMagic itemsMagic spellsMagus arcanaOracle mysteryRogue talentsShaman spiritSubdomainsTools and equipmentPAGE8–91214–1522–23, 30–311120262118–1912–13

IntroductionThe city is an endless source of adventures, be they fast-pacedchases, high-stakes mysteries, or complex webs of politicalintrigue. Cities are the beating hearts of most civilizations,where at times all trouble and opportunity seem tocongregate. Countless potential allies can be found amongthe dense populaces of large urban areas, as can countlessvillains and possible victims. Heroic deeds performed soclose to the halls of true power and governmental authoritycan quickly vault characters to great prominence.Most heroes of the streets come from the city, but somehail from the wilderness or the edges of civilization.Newcomers may be uniquely prepared to address theproblems of urban society in new ways, even as they tacklethe unfamiliar rules of city living. At the same time, theaccess to markets and shops, secure lodging, and otheramenities available in cities are obvious benefits of urbanadventures when compared to wilderness travel.This book offers resources and advice for adventuring inand around the city, whether it be one of the many orderlytrade cities of the Inner Sea coast, the revitalized ruins ofUrgir, or the chaotic assemblage that is the outlaw refuge ofKaer Maga. But what do these wildly disparate settlementshave in common? All cities share some key features.Cities Are Busy: Cities are extraordinary concentrationsof people; as a result, there are more opportunities thanone adventurer could ever hope to exhaust. Everyone in acity has an agenda, and each agenda is likely to run afoul4of another in ways either subtle or violent. Most cities havegovernments, criminal elements, and large businesses, eachtrying to exploit the others for its own selfish or idealisticends, and ready to ally with adventurers who have compatibleinterests. Any circumstance might present a chance foradventure, whether it be someone in trouble who seeks to hiremuscle, an investigation that needs an outsider’s perspective,or a villain’s scheme that must be stopped.Cities Connect the World: Ci

This Pathfinder Player Companion refers to several other Pathfinder Roleplaying Game products and uses the following abbreviations. These books are not required to make use of this Player Companion. Readers interested in references to Pathfinder RPG hardcovers can find