
Gothic Chocolate Creations |

This thread is being used for campaign setting creation. Link.
Write orc racial role, traits, and favored class options.
Compile a list of common technology.
Prepare preliminary gun mechanics.
Write new Witch fluff.
Replace Fighter's armor training, and perhaps weapon training.
Will post here as things are finished. Questions/comments welcome.

Gothic Chocolate Creations |

Here are the completed races:
It is important to know that in this campaign setting, arcane magic, except for some rare and mysterious witchcraft traditions, took about three to four times as long to cast as in the core rules until about 150 years ago, when the discovery of revolutionary casting techniques reduced this to the times listed in the core rules. The average life span of all core races, including humans, is 120-150 years. Only humans use the CRB racial traits and APG favored class options.
Humans use the traits and favored class options in the CRB and APG.
Dwarves are, on average, about 5 to 6 inches shorter than an average human and slightly more stocky. They tend to have tan skin, and their hair and eyes are usually earthy colors.
+2 Constitution
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Darkvision: Dwarves can see in the dark up to 60 feet. (see darkvision).
Practicality: Dwarves are grounded in hard work and common sense. Dwarves gain a +2 bonus on any one Craft or Profession skill, as well as on Sense Motive checks and saves against illusions.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Fearless: Dwarves get a +2 racial bonus on saves against fear. This bonus stacks with the bonus from Hardy.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Rock Stepper: Dwarves can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
Master Architect: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual architectural work, such as traps and hidden doors located in walls or floors. The bonus against traps only applies to traps that are built into the architecture. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Barbarian: Add 1 to the dwarf’s total number of rage rounds per day.
Bard: Add 1 to the dwarf's total number of bardic performance rounds per day.
Fighter: Add +1 to the fighter’s CMD when resisting a bull rush or trip.
Cleric: Add a +1/4 bonus to all melee attack and damage rolls.
Inquisitor: Add a +1/2 bonus on bluff and disguise checks related to working undercover.
Rogue: Add a +1/2 bonus on all Craft (alchemy) checks involving poisons.
Wizard: Subtract 1% from the gold cost to craft magic items.
Their ears are, on average, 1 1/2 to 2 inches long and mobile, showing emotion like a cat's. They have a very wide range of possible hair, eye, and skin colors (many more than any other race), and stripes and spots are naturally occurring features (though not every elf has them). The average height of elves is about 2 or 3 inches less than that of humans, and they are usually slightly slimmer.
+2 Dexterity
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).
Elven Resistances: Elves get a +2 racial saving throw bonus against enchantment spells and effects, any magical effects that impose the stunned, asleep, or paralyzed conditions, and anything that damages morale.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Elven Luck: Elves gain a +1 luck bonus to all saving throws. This stacks with Elven Resistances.
Alchemist
Add 1/2 to bomb damage.
Bard
Add +1 to the elf's CMD when resisting a disarm or sunder attempt.
Magus
Add one point of energy resistance against one type of energy (max +10).
Oracle
Select one domain power granted at first level that is normally useable for a number of times per day equal to 3 + the oracle's Wisdom modifier. The oracle adds 1/2 to the number of uses per day of that domain power.
Sorcerer
Select one bloodline power granted at first level that is normally useable for a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds 1/2 to the number of uses per day of that bloodline power.
Witch
Add 1 hit point to the witch's familiar. If the witch ever replaces this familiar, the new one gains these hit points.
Wizard
Select one arcane school power granted at first level that is normally useable for a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds 1/2 to the number of uses per day of that arcane school power.
Gnomes are the shortest race. On average they are about 7 to 8 inches shorter than a human, and slightly slimmer. They have about the same range of skin colors as a human, though bright hair and eye colors are somewhat common.
+2 Dexterity
Medium: Gnomes are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Gnomes have a base speed of 30 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light (see low-light vision.)
Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Tinkering: Gnomes gain a +2 bonus on Disable Device and Knowledge (engineering) checks.
Eternal Hope: Gnomes receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result.
Wanderlust: Gnomes receive a +2 bonus on Knowledge (geography) and Survival checks. When casting spells or using abilities that provide or enhance movement, gnomes treat their caster level as +1 higher than normal.
Alchemist: Add +1/2 to the number of bombs per day the alchemist can create.
Bard: Add 1 to the gnome’s total number of bardic performance rounds per day.
Druid: Gain energy resistance 1 against acid, cold, electricity, or fire. Each time the druid selects this reward, increase her resistance to one of these energy types by 1 (maximum 10 for any one type).
Fighter: Add +1 to the fighter’s CMD when resisting two combat maneuvers of the character’s choice.
Ranger: Add DR 1/magic to the ranger’s animal companion. Each time the ranger selects this benefit, the DR/magic increases by +1/2 (maximum DR 10/magic). If the gnome ever replaces his animal companion, the new companion gains this DR.
Rogue: Gnome rogues gain a +1 bonus on Disable Device and Use Magic Device checks related to glyphs, symbols, scrolls, and other magical writings each time they gain a level of rogue.
Wizard: Add +1/2 to the number of uses per day of arcane school powers. This increase only applies to arcane school powers available at 1st level and normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier.
Orcs resemble humans who are a bit taller than average, with skin that has a greenish, greyish, or brownish tint, a slightly stockier build, dark hair and eyes, and slightly larger, arrow shaped ears.
+2 Strength
Medium: Orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Orcs have a base speed of 30 feet.
Darkvision: Orcs can see in the dark up to 60 feet (see darkvision.)
Intimidating: Orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Ferocity: Once per day, when an orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Gods' Favor: Once per day, an orc may reroll any die and take the better result.
Hardy: Orcs gain an extra hit point each level.
Barbarian: Add 1 to the Half-orc’s total number of rage rounds per day.
Cleric: Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power.
Druid: Add +1 hit point to the druid’s animal companion. If the Half-orc ever replaces his animal companion, the new animal companion gains these bonus hit points.
Fighter: Add +2 on rolls to stabilize when dying.
Inquisitor: Add +1/2 on Intimidate checks and Knowledge checks to identify creatures.
Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Ranger: Add +1 hit point to the ranger’s animal companion. If the Half-orc ever replaces his animal companion, the new animal companion gains these bonus hit points.
+ 2 to One Ability Score
Multitalented: Hybrids choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Mixed Blood: Hybrids are treated as being all the races that make up at least 50% of their ancestry for the purpose of effects or prerequisites that involve specific races. They also gain +2 to disguise checks to impersonate these races.
Adaptability: Hybrids receive Skill Focus as a bonus feat at 1st level.
Jack of All Trades: All skill are class skills for hybrids.
Hybrids may choose the favored class options of any race that makes up at least 50% of their ancestry.

Gothic Chocolate Creations |

Thanks ^_^
We have... gun mechanics!
Attaching a bayonet to a weapon is a move action. The weapon must be a two handed firearm (pistol bayonets exist, but are fairly useless) with a bayonet lug. While the bayonet is attached you take a -2 penalty to all ranged attack rolls with the weapon due to the bayonet messing with the weapon's balance. A bayonet deals 1d6 piercing damage with a 20/x2 critical and weighs 2 pounds, and is treated as a two handed melee attack. A firearm with a bayonet attached has a 10 foot reach, but unlike most reach weapons can strike opponents adjacent to the wielder, but at a -5 penalty to attack rolls. A bayonet can be braced against a charge.
You may strike an opponent with the butt of a firearm. Two handed firearms do 1d6 damage and one handed firearms do 1d4 damage. This is bludgeoning damage, and the critical threat is 20/x2.
A character proficient with a firearm is also proficient with an attached bayonet or when using the butt as a weapon.
If a weapon is capable of automatic fire, you may use this setting. Make an attack roll against a 10 by 10 foot area. If successful, everything in the area must make a reflex save of DC 10 plus twice the shooter's dexterity modifier or take full damage from the attack. You must fire 10 rounds to use automatic fire. If you cannot do this, you may not use automatic fire.
If you successfully hit a target with 3/4 or 9/10 cover with a ranged attack, you treat your roll as being 5 higher than it actually was for the purpose of determining whether you threaten a critical hit and for the purpose of confirming the critical hit. This is because a target with that much cover is likely only exposing the head or upper chest, so while that person is harder to hit with gunfire, any shot that does hit is very likely to have hit something vital.
Making a charge attack against somebody armed with a firearm provokes an attack of opportunity from that person. This attack is made halfway through the charge, and if hit you must make a fortitude save against DC 10 plus the dexterity bonus the shooter applied to the attack or stop your movement immediately. This the only time ranged attacks of opportunity may be made.
A full attack is not a full round action, it is a standard action. This is intended to allow a character to make a move action and a full attack in one round, making combat more mobile. Since reloading is a move action, you do not need to skip your full attack for that round to reload your weapon.
Stats for Basic Firearms
Revolving rifle, large caliber
Cost 15 GP
Damage 1d12
Critical 20/x3
Range 100 ft
Capacity 6
Weight 10 lbs
Damage Type Piercing
Two Handed
Simple Weapon
Revolving pistol, large caliber
Cost 10 GP
Damage 1d8
Critical 20/x3
Range 30 ft
Capacity 6
Weight 2 lbs
Damage Type Piercing
One Handed
Simple Weapon
Revolving rifle, medium caliber
Cost 15 GP
Damage 1d12
Critical 19-20/x2
Range 100 ft
Capacity 6
Weight 10 lbs
Damage Type Piercing
Two Handed
Simple Weapon
Revolving rifle, medium caliber
Cost 10 GP
Damage 1d8
Critical 19-20/x2
Range 30 ft
Capacity 6
Weight 2 lbs
Damage Type Piercing
One Handed
Simple Weapon
Large Bore Rifle
Cost 15GP
Damage 2d8
Critical 20/x3
Range 150 ft
Capacity 1
Weight 12 Pounds
Damage Type Piercing
Two Handed
Exotic Weapon
Cannot fire more than one shot per round
Shotgun
Cost 10GP
Damage 1d10
Simple Weapon
Piercing Damage
All other shotgun attributes are as those given in Ultimate Combat (misfire rules are not used)
Double Barreled Shotgun (can be side to side or over under)
Cost 15GP
Damage 1d10
Simple Weapon
Piercing Damage
All other double barreled shotgun attributes are as those given in Ultimate Combat (misfire rules are not used)
New Feat (this is for the benefit of dual wielders)
One Handed Reload
Prerequisites: Dexterity 13
Benefit: With this feat, you may reload a one handed firearm using the same hand that is holding the firearm. This is still a move action (or a free action with the rapid reload feat).
Normal: It takes both hands to reload a one handed firearm.
I was thinking of something like this or this in terms of appearance.

Gothic Chocolate Creations |

How ammunition works:
An alchemical explosive is used in place of gunpowder. It is manufactured in solid chunks that look like brownish glass and comes fused to a conical round. Since the explosive is solid and fused to the round, there is no need for a shell casing. The explosive is detonated by being struck with a specific cantrip that is cast on the gun's hammer. Almost all guns have rifled barrels. Armor is obsolete, and replaced by the defense bonus system from Unearthed Arcana.

Gothic Chocolate Creations |

I changed the shotgun rules listed above:
Shotguns are not area effect weapons. They are aimed at a specific target. Unlike with other two handed ranged attacks, shotguns add full dexterity to attack and damage rolls, not 1 1/2 times dexterity. This is because shotguns are not precision weapons. However, shotguns are not difficult to aim, and the target takes a 1d4 penalty to defense (which is one's armor class). Shotguns do 2d8 damage with a 20 foot range increment, have a capacity of one for single barrel and two for double barrel designs, and have the weights and prices listed above. They are two handed weapons, and cannot be used for full attacks.

Gothic Chocolate Creations |

You know what this lacks? A playable race close to nature. We've got inventors/scholars (gnomes), conservative rural religious warrior folk (orcs), arcane masters (elves), miners and smiths (dwarves), and two catch all races (humans and hybrids). Expect to see a new race soon.
Also, expect racial traits to be tweaked a little. Power will be added, not taken away.

Gothic Chocolate Creations |

Been talking to Maxximiliuss about incorporating some of his archetypes, as a lot of them fit well. Links to his archetypes for my future use.
http://paizo.com/forums/dmtz4i69?The-Swashbuckler-a-Gunslinger-archetype-fo r#1
http://paizo.com/forums/dmtz4ibw?The-GunFu-Master-a-Gunslinger-archetype-to #1
http://paizo.com/forums/dmtz4pb6?The-GunFu-Master-A-Monk-archetype-for-pist ol#1
http://paizo.com/forums/dmtz4pe1?Revisiting-Paizo-archetypes-The-Gun-Tank#1
http://paizo.com/forums/dmtz4tnp?The-Master-of-Many-Shapes-A-shapeshifting- Druid#1
http://paizo.com/forums/dmtz4tiy?The-Gunmage-A-Magus-archetype-for-pistol#1
http://paizo.com/forums/dmtz4sys?The-Kenshi-RoninErrant-Swordsman-a-mountle ss#1
http://paizo.com/forums/dmtz4ok4?The-Braggart-a-Fighter-archetype-stackable -with#1

Talynonyx |

I was developing an American Wild West with magic setting once and one idea I came across was to utilize the potentially high number of attacks of opportunity with guns. Let them take AoOs against enemies within their gun's first range increment, but perhaps with a penalty to the attack roll. If it misses, they make a Will save or be shaken for 1 round. If it hits, they take damage and are shaken, no save, for 1d4 rounds.
Lets you have covering fire, which in a gun-heavy setting is very thematic. Make it work like the Combat Patrol feat in the APG, but not require movement and work only within a gun's first range increment.

Gothic Chocolate Creations |

I considered full AOOs with guns, but it's too problematic for spellcasters. I'm comfortable limiting ranged AOOs to charges.
I've updated the races. Elves had their fluff changed a bit and mechanics tweaked slightly, everybody else had slight mechanical tweaks.
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Darkvision: Dwarves can see in the dark up to 60 feet. (see darkvision).
Practicality: Dwarves are grounded in hard work and common sense. Dwarves gain a +2 bonus on any one Craft or Profession skill, as well as on Sense Motive checks and saves against illusions.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Fearless: Dwarves get a +2 racial bonus on saves against fear. This bonus stacks with the bonus from Hardy.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Rock Stepper: Dwarves can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
Master Architect: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual architectural work, such as traps and hidden doors located in walls or floors. The bonus against traps only applies to traps that are built into the architecture. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Barbarian: Add 1 to the dwarf’s total number of rage rounds per day.
Bard: Add 1 to the dwarf's total number of bardic performance rounds per day.
Fighter: Add +1 to the fighter’s CMD when resisting a bull rush or trip.
Cleric: Add a +1/4 bonus to all melee attack and damage rolls.
Inquisitor: Add a +1/2 bonus on bluff and disguise checks related to working undercover.
Rogue: Add a +1/2 bonus on all Craft (alchemy) checks involving poisons.
Wizard: Subtract 1% from the gold cost to craft magic items.
Medium: Orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Orcs have a base speed of 30 feet.
Darkvision: Orcs can see in the dark up to 60 feet (see darkvision.)
Intimidating: Orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Ferocity: Once per day, when an orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Gods' Favor: Once per day, an orc may reroll any die and take the better result.
Hardy: Orcs gain an extra hit point each level.
Barbarian: Add 1 to the Half-orc’s total number of rage rounds per day.
Cleric: Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power.
Druid: Add +1 hit point to the druid’s animal companion. If the Half-orc ever replaces his animal companion, the new animal companion gains these bonus hit points.
Fighter: Add +2 on rolls to stabilize when dying.
Inquisitor: Add +1/2 on Intimidate checks and Knowledge checks to identify creatures.
Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Ranger: Add +1 hit point to the ranger’s animal companion. If the Half-orc ever replaces his animal companion, the new animal companion gains these bonus hit points.
Medium: Gnomes are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Gnomes have a base speed of 30 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light (see low-light vision.)
Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Tinkering: Gnomes gain a +2 bonus on Disable Device and Knowledge (engineering) checks.
Eternal Hope: Gnomes receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result.
Wanderlust: Gnomes receive a +2 bonus on Knowledge (geography) and Survival checks. When casting spells or using abilities that provide or enhance movement, gnomes treat their caster level as +1 higher than normal.
Alchemist: Add +1/2 to the number of bombs per day the alchemist can create.
Bard: Add 1 to the gnome’s total number of bardic performance rounds per day.
Druid: Gain energy resistance 1 against acid, cold, electricity, or fire. Each time the druid selects this reward, increase her resistance to one of these energy types by 1 (maximum 10 for any one type).
Fighter: Add +1 to the fighter’s CMD when resisting two combat maneuvers of the character’s choice.
Ranger: Add DR 1/magic to the ranger’s animal companion. Each time the ranger selects this benefit, the DR/magic increases by +1/2 (maximum DR 10/magic). If the gnome ever replaces his animal companion, the new companion gains this DR.
Rogue: Gnome rogues gain a +1 bonus on Disable Device and Use Magic Device checks related to glyphs, symbols, scrolls, and other magical writings each time they gain a level of rogue.
Wizard: Add +1/2 to the number of uses per day of arcane school powers. This increase only applies to arcane school powers available at 1st level and normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier.
Multitalented: Hybrids choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Mixed Blood: Hybrids are treated as being all the races that make up at least 50% of their ancestry for the purpose of effects or prerequisites that involve specific races. They also gain +2 to disguise checks to impersonate these races.
Adaptability: Hybrids receive Skill Focus as a bonus feat at 1st level.
Jack of All Trades: All skill are class skills for hybrids.
Hybrids may choose the favored class options of any race that makes up at least 50% of their ancestry.
Their ears are, on average, 1 1/2 to 2 inches long and mobile, showing emotion like a cat's. They have a very wide range of possible hair, eye, and skin colors (many more than any other race), and stripes and spots are naturally occurring features (though not every elf has them). The average height of elves is about 2 or 3 inches less than that of humans, and they are usually slightly slimmer.
+2 Dexterity, +2 Intellegence
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).
Elven Resistances: Elves get a +2 racial saving throw bonus against enchantment spells and effects, any magical effects that impose the stunned, asleep, or paralyzed conditions, and anything that damages morale.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Elven Luck: Elves gain a +1 luck bonus to all saving throws. This stacks with Elven Resistances.
Barbarian
Add +1 to the elf's CMD when resisting a disarm or sunder attempt.
Magus
Add one point of energy resistance against one type of energy (max +10).
Druid
Select one domain power granted at first level that is normally useable for a number of times per day equal to 3 + the oracle's Wisdom modifier. The oracle adds 1/2 to the number of uses per day of that domain power.
Ranger
Choose one type of terrain. The ranger subtracts 1 from the penalty to stealth checks while moving in that terrain. This ability may be taken up to five times per terrain.
Sorcerer
Select one bloodline power granted at first level that is normally useable for a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds 1/2 to the number of uses per day of that bloodline power.
Witch
Add 1 hit point to the witch's familiar. If the witch ever replaces this familiar, the new one gains these hit points.
Wizard
Select one arcane school power granted at first level that is normally useable for a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds 1/2 to the number of uses per day of that arcane school power.

Gothic Chocolate Creations |

From now on, all Devaia info goes here. The best part? I can edit it whenever I want :D
Right now, it has all the stuff on this thread, plus a new race, a description of the roles of the core and base classes in Devaia <Incomplete> and links to some excellent homebrew materiel from other people that should be allowed in Devaia campaigns (such as gun mages, engineers, and artificers).
Tomorrow I will finish the class fluff and start adding the technology. I already know some stuff we have:
Cameras (What could be cooler than taking a picture with the dragon you slew?)
Canned food
Internal plumbing
Trains
Steamships
Airships
Submersibles
Gaslights
Magic Telegraph
Printing press