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Spanky the Leprechaun wrote:
If you think that was bad, you'd have been shocked speechless if you'd seen me as a teenager. I was much, much, much worse. I do appreciate your concern and advice, but I'll be okay. I have problems, and I make mistakes more often than I'd like, but I'm a lot better than I used to be, and I can keep on getting better.
Also, with the way I handle Paladins falling and the fact that it's possible to play a character that has half Paladin features and half Antipaladin features and with the lack of alignment, it's easiest to simply let them smite whatever they are fighting.
No. I'm leaving smite as is other than that it can target anything. In my campaigns, Paladins generally don't end up fighting anything they can't smite, so saying that they can smite anything now doesn't change balance much. They could do that unofficially already.
Whoever hired you knows that they're doing.
As for other homebrew/3PP, I allow Psionics Unleashed, as it's a wonderfully balanced book and I would like to have Psionics in my campaign setting, I allow Grit and Gunslingers because the Fusilier is awesome, and I allow the Ardwright because I want an Artificer.
If you are looking at creating some interesting archetypes inspired by the myriad of different mythologies, then I think that could work really well. If you are going for a stereotypical "Indian" archetype that's going to faceplant rather badly.
Don't worry. I'm not attempting a general "Indian" archetype. For the most part, I'm using existing classes and archetypes for NPC natives and having my players do the same for PC natives, I'm just asking you guys if there are any concepts you can think up that could use their own archetype instead of an existing one.
I understand that American Indian is a very broad term, and am accounting for it culturewise. However, archetype wise, I'm covering fighting styles of the whole continent, most of which are already represented by existing archetypes. I'm just looking for any holes, like a dedicated archer cavalier. Magic wise, divine magic is important, arcane magic is not (In this world, aside from some witchcraft traditions, arcane magic is a very new thing, so there really aren't any native traditions, or colonist traditions, for that matter. Arcane magic is more of a make it up as you go along thing.). Guns are not important, as I am not using them in this campaign setting. It's a style choice. I want medieval fantasy, I just want to move things to an area not often covered.
As for areas, I'm doing countries one by one, so while right now I'm working on researching Canadian and New England tribes for the Kingdom of Cromora, later on I'll be working with Aztecs, Maya, the Iroquois tribes, the Sioux tribes, and so on. I'd like to get all the archetypes handled now, so that later I just have to worry about culture.
Well, since you're doing a post-colonial setting which allows for the introduction of the horse, a mounted archer archetype would be a must.
I could make a mounted archer archetype for the cavalier.
Shapeshifting is prominent in native lore; an archetype could certainly evolve from that.
Maxximilus has a Druid archetype perfect for this that I plan to allow in my games.
As for magic items: Protective totems, talismans, medicine bags...Hiawatha had a magic canoe that figures prominently in the myths told about him.
I'd say to some research. There are likely plenty of tales you can plunder for ideas.
I own three books on the subject of basic Native American culture and history, and am using them, but more into is always welcome.
The, young lady with the... Uzi. Is she single?
With all due respect, I go for women, though I am single.
Uzi's are nice, but I don't feel like shelling out thousands upon thousands of dollars for the necessary legal procedures and gun itself in order to get a fully automatic version, and a semi automatic version just isn't something I'd be interested in. I'd rather get some sweet older guns that are much easier to obtain legally. Plus, I may try to get into Canada, Australia, New Zealand, Ireland, or Britain, in which case I'd rather hold off on gun purchases and wait until I can comply with the stricter local laws in those countries.
Paizo is a business. As a business, there are certain things Paizo does not want going on in it's messageboards. It is a matter of image. The thread degenerated into the things Paizo does not want, therefore it got locked. This is completely reasonable. If Paizo doesn't want something going on, that is their prerogative. I can see how a religious battle is something Paizo would rather not have.
I own a copy of this book :D
Hmm. Magical peace pipe. What should it do when inhaled?
Edit: Gives an individual a divine favor bonus to rolls for a period after inhalation.
Have you ever seen the D20 setting from Atlas Games Northern Crown.It is out of print but it seems to be pretty close to what you are looking for.I picked up copies off of Ebay super cheap.
I have seen it, but I haven't found any reviews, and it seems to be as much about colonial folklore as native lore. I don't really know if that's what I want. What I want is to know if I should make any knew archetypes or if existing archetypes cover what I need, and as an aside I am also interested in magic item ideas.
My Pathfinder campaign setting takes place in an analogue of colonized North America, but with a larger indigenous population thanks to divine magic being able to help fight off disease. What would be useful for this is Native American lore. I have some good sources on this already, so I'm not asking for lore in general. I've got plenty of that. I'm asking for lore that could be used as inspiration for homebrewing adventure hooks, new races or monsters, magical artifacts, new spells, new class archetypes, and the like. If you guys have any Native American lore that could serve as inspiration for making homebrew materiel, I'd love to see it. I'm interested in stuff from any North American tribe. This includes Mexico, Central America, and the Carribean, and nations such as the Aztec and Maya.
The campaign world is medieval/renaissance with a heavy reliance on magic and steampunk, and streches from areas based off of Northern Canada down to analogues of Mesoamerica and the Carribean. Colonialism has happened, but thanks to skilled indigenous shamans wielding actual magic the death toll from disease was far lower, so the indigenous population is larger than it is in real life. I'm curious as to whether there are any new archetypes you guys think should be created for members of these indigenous culture to take, or whether existing archetypes cover pretty much anything.
Also, if anybody has ideas for indigenous magic items, I'm listening.
In my homebrew, arcane magic has only been practical for about 50 years. Before that, casting methods and knowledge wasn't as advanced, making arcane spellcasting a lengthy and difficult process. As a result, Witches were the only common arcane spellcaster through most of history, and they were loathed and, when found, punished. In recent times this attitude has subsided and arcane magic, thanks to new discoveries in methodology, become both more powerful and more common, plunging the world into a sort of magical industrial age. Think Eberron, but with even more magic, and a much higher standard of living.
As for countries, I have Cromora, a Canada/New England combination with a rather dark past. Think Salem Witch Trials, except over a 250 year period and a death toll in the tens of thousands. Cromora has large American Indian, British Celt, and French populations, with a fair number of German, Norse, Russian, Italian, and Eastern European immigrants.
Then I have Minoka, which is an immigrant nation located in a nation like Hawaii, but with many, many, many more islands and a much larger population. Minoka has a large native Polynesian population, but it has a colonial past, having been Japanese at one point and still bearing a large Japanese population. It also has large immigrant populations from China, Korea, and Southeast Asia.
I have plans for the rest of North America, but they are still being hammered out.
That was the idea. The Wu Jen works very good as a Wizard archetype, and the Shugenja and Shaman just need a couple tweaks to work with Pathfinder. There is no need for any complicated, hard work when just a little bit does the trick just fine.
In my games I may allow western classes to use appropriate OA spells.
For this one, take the 3.5 Oriental Adventures Shugenja and add a Wizard elemental arcane school at first level. This must be the same school as the Shugenja's elemental focus. This school does not grant an additional spell slot or any additional spells known, and opposed schools do not require two spell slots to prepare, but this elemental school does grant school powers. All spells listed in an elemental school available to Shugenja's are added to the Shugenja spell list.
Wait, at what level did she take the Test?! O__O
6. The GM ruled that the test is a test of heart, and that one's suitability for divinity isn't connected to one's character level or sheer power, because if it were every epic level character would become a deity.
I can't play that character ever again, but it was worth it. At least now I have a new Lawful Good deity my new character can worship.
I don't have a problem licensing them or keeping them in a safe. My one question is whether, as a collector of historical firearms, I could fire them at a range.
It was actually less epic that it should have been. The GM didn't see "I'm going to take the Test of the Starstone" coming or know how to create such a test, so it was just a bunch of skill rolls. I did get to pick out my domains afterwards, though.
This whole issue is dead. The paladin never actually became an inquisitor, even though it was planned, and atoned with a priest over some of the more extreme actions. The guard captain eventually got her comeuppance when my paladin's rebellion, which expanded to include many individuals and resulted in several more dead government officials, got to the point that the King's Army had to calm things down, which ended with the King deciding that the guards had been getting away with way too much, and several, including the captain, being hanged. My paladin escaped punishment, as the King chose to let her actions go in light of what she was fighting. Then, in a separate scene, I lost the paladin character after I had the gall to take the Test of the Starstone after deciding that a new Lawful Good deity was needed to espouse beliefs she had that none of her deities shared.
Ancient Sensei wrote:
There may have been a consensus by the 4th century, but that consensus took time to reach.
So, Shifty, I could legally buy me an old bolt action Lee-Enfield? That's the sort of thing I want. I'm not looking to get fully automatic weapons or anything, and I'm not looking to buy for self defense. I just want to own some old, obsolete rifles and revolvers, and maybe even some muzzle loaders, out of historical fascination with the devices.
You'll receive my visa application within a fortnight :D
I think you posted this in the wrong thread, friend. Did you mean to put this in the Send this Letter to a Homophobic Parent thread?
Oh, I will. Like the Wu Jen, I'll probably do the Shugenja as an archetype and not a full class, and modding the Sorcerer for divine magic and an elemental focus is going to be so much fun, as will approaching the Shaman as a Cleric or Druid. The Ninja and Samurai don't need converting. I choose to, in my games, rename the Ninja (Agent) and Samurai (Vassal) alternate classes and use Ninja and Samurai as names indicative of status, not character class. A Ninja could be a Rogue, Agent, Bard, Monk, Ranger, or maybe even something else, and a Samurai could be a Fighter, Ranger, Barbarian, Paladin, Cavalier, Vassal, Magus, or maybe even something else.