Kicking off this discussion thread. Since we are mixing two systems together, its not impossible that there will be conflicts and misunderstandings between one system and the other to crop up. One already has--
Combat Skills vs. Base Attack Bonus
A combat skill does not represent your Base Attack Bonus completely. The base attack bonus represents your overall ability to hurt someone in a battle with any weapon. A combat skill relates to practice with a specific weapon.
Fencing manuals illustrate this point. Fencing is probably, defacto, the most intricate form of sword fighting in recent human memory. The only other weapon art that can possibly eclipse it is Tai Chi Quan (scene from Hero).
There were dozens of manuals that came out describing this fine weapon art, and Stage Fencing is the closest we get to seeing fencing. Its so intricate that one cannot simply use a feat to describe overall practice with your rapier. As the text shows: A 15th Century English Sword Text - MS 39564. A combat skill (fencing) can replace weapon finesse and with practice your pc too, can charm the ladies.
Other problems with the system can be related to in this thread.
Ahem! Feeling out for a Robotech: the Sentinels RPG in order to test out the Mecha Pilot class to tweak it. Play in the Robotech Universe using not the 4I3T$ RPG system but the Pathfinder system. Knowledge of the BESM 3rd Edition a PLUS! Because I want to use the Item attribute rule from BESM 3rd instead of Own a Big Mecha.
BESM d20 Classes available:
Pathfinder Class available (for Perytonians only):
Psionics Unleashed classes available (for Garudans only):
Who is interested?
A mecha pilot is a pilot that pilots the big robots, vehicles, or wears powered mechanized armor. They could operate a giant robot, a tank, a jet fighter, helicopter, or a machine capable of mechamorphosis into any of these. Most mecha pilots are found in Science Fiction campaigns -- particularly Space Opera settings -- but some find a place in traditional Fantasy campaigns (i.e. Vision of Escaflowne and Magic Knights Rayearth are good examples of Fantasy settings with mecha).
For an analogy: Mecha pilots are essentially a high tech combination of the Paladin and Fighter Classes.
Adventurers, rather than Mecha Pilots, can be a good all-around class to represent the other crew members in a starship or similar large vessel. Most importantly, Mecha Pilots tend to associate with Tech Geniuses, the engineers and inventors who build, maintain, and modify the mecha.
Hit Dice and Ability Scores
Skill Ranks per level: 4 + intelligence modifier
BAB -- As Rogue
Saves: The Mecha Pilot class has one good save: Reflex.
Specials (format: Level -- Special)
1 -- Mecha (+400 Mecha Points), Mecha Pilot Feat Package, Personal Gear
Mecha Pilot Feat Package
Aura of Command
For example, a 6th Level character can directly inspire 2 people. Aura of Command’s effects should be role-played, but one practical benefit allows the leader to add his or her Will save
At Level 18, the pilot has reached senior rank in the organization (such as the rank of a military general). For those characters who avoid responsibility, organisational ties may represent increased reputation and value to the organization, and the willingness of the organization to cut them slack in exchange for their support.
Here are some sample mecha I'm designing for my game/campaign. None are capable of trans-atmospheric (ground-to-outer space) flight.
AF is designated Atlantean Fighter.
The AF-19 is the latest transformable, variable fighter in mass production. The mecha is the latest in 300 years of research and development into Aviation and about one hundred years of research and development into mechanized combat. Like the Atlantean mechamorphing fighters that came before it, the AF-19 is designed to have a dual role. Doing battle on the ground as well as in the air, morphing from vehicle to giant robot to deal with giants that threaten the peace and security of the Atlantean Empire. Designed for the common Fighter Pilot, the mecha is designed to run, jump, climb, and fight. Research and redesign in giant piloted robot technology has allowed the Atlanteans to design mecha that have the same performance as the human body. Protection of the pilot is a priority, and so is the mecha, the mecha has the ability to generate a small forcefield on it's left forearm shield, to protect it from enemy fire.
The mecha comes equipped with a mecha automatic assault rifle that fires 28 millimeter bullets with a payload of about 500 rounds of ammunition. The mecha is also equipped with two missile pallets located on either side of the fuselage in fighter mode, or on the shins of the legs in Hoplite and Hybrid modes. The AF-19 Ampheria is produced by Ampheres General Aviation.
The Ampheria Fighter bears a resemblance to the Sukhoi Su-27 "Flanker." The Ampheria Fighter has three modes of mechamorphosis -- Fighter, Hoplite (Giant Robot), and Hybrid.
HYBRID MODE (i.e. GERWALK and/or Guardian)
Exotic Abilities: Limited Protection Force Field (left arm shield) 40 HP/4hp per round. Transformation. Fighter --> Hybrid --> Hoplite. [600 pts]
Defects: Hangar Queen [-10], Reduced Endurance (a few hours) [-25], Stall Speed (150 mph) [-75], Start-Up Time (1 min.) [-2], Very Noisy [-10], Volatile [-9], Windows in Fighter and Hybrid modes [-4], Force Field cannot be used in Fighter mode [-3 mp]
x2 Micro-Missile Pallets in lower shins
2 semi-fixed internal converging energy cannons mounted in both leading wing roots with exit ports
The AF-20 Athene is designed for pilots who are Resonance Adepts (i.e. PFRPG Wizards, Magi, and Sorcerers). Also a mechamorphing, variable fighter, it's mass produced in smaller quantities. Unlike the Battle and War Mages of the past, though, this mecha takes magic into the sky. The ability to wield a magical battle in the sky is made possible by Lemurian technology. Like the Ampheria, the Athene can mechamorph into three forms: Magus, Hybrid, and Fighter. Also, to take full advantage of the Law of Resonance, it's highly suggested that pilots are naked.
It's developed for an anti-magic role, and is especially useful against sorcerer giants. It's also equipped with a Mecha Assault Rifle, but it's missile and laser systems are replaced with Fireball projectors and magic missile projectors. The AF-20 Athene is produced by Autoch Advanced Aerospace.
The AF-20 Athene bears a resemblance to the F-22 Raptor.
MAGUS MODE (GIANT ROBOT)
Special Abilities: Special Abilities: Booster (+600 mph, 5,280’) , Communications (Long Range Radio: Secure) , Countermeasures, (EES) , ECM (Defensive Jammer +5) , Ejection Seat , Life Support , Navigation (basic) , Sensor (Radar: 25 miles) , Targeting (+1) 
Exotic Abilities: Limited Protection Force Field* (left arm shield) 40 HP/4hp per round. Transformation. Fighter --> Hybrid --> Magus. [600 pts]
* Limited Protection Force Field Projector: Aura -- Strong Abjuration; CL12; Slot: None; Price: 50,000 dolphins; Weight: 4 lbs.
Defects: Hangar Queen [-10], Naked Operator [-5], Reduced Endurance (a few hours) [-25], Stall Speed (150 mph) [-75], Start-Up Time (1 min.) [-2], Very Noisy [-10], Volatile [-9], Force Field cannot be used in Fighter mode [-3 mp]
x2 Micro-Fireball Missile Pallets in lower shins
Fireball Missile: Aura - Strong Evocation; CL 12th; Slot: none; Price: 20,715 dolphins; Weight: 10 lbs.
2 semi-fixed internal converging Rods of Magic Missiles mounted in both leading wing roots with exit ports
Rod of Magic Missiles: Aura -- Moderate Evocation; CL 9th; Slot: none; Price: 12,000 dolphins; Weight: 5 lbs.
Questions? Comments? :)
I think you'll like these.
They told you it was Fantasy. The work of frenzied minds such as Ignatius Donnally, Madam Blatavsky, and Hitler. They told you that Plato probably used it as a parable. A pure fantasy we can visit on the Silver Screen produced by Republic Serials, Marvel and DC comics, and even Walt Disney.
Meanwhile, they told you in school that in the Neolithic Age, life was brutish and short. You were told that the Agricultural Revolution changed everything and it started in the Fertile Crescent in the nations of Israel to Iraq. That all mankind universally was living life in animal skins and used flint axes. That the Ancient sky never changed. That it was never dynamic during the Neolithic Age.
Well, what if . . . everything they told you was wrong?
PRESENTING ATLANTIS: THE ANTEDILUVIAN AGE
The Natufians of Israel, and the dwellers of Skara Brae of Britain, and the Solutreans of France and North America are not the complete picture of the Ice Age.
For over 25 years, research was done on Atlantis in order to present a world before the Noachian Flood that is different than what they taught you in school. I studied all the hypotheses: Atlantis in the Aegean, Atlantis in the Azores, Atlantis in North America, Atlantis in the Arabian Desert, everywhere. I studied the party line and the Out of Place Artifacts (and some say there aren't any) that is classified as Forbidden Archaeology. My findings and conclusions are not presented in a scholarly work. But presented here, as a Roleplaying Game.
IMAGINE: An Atlantis that is beyond anything you could have imagined. High Technology, Free Energy, Giants, Atomic Knowledge, Genetic Engineering, Ancient Secrets, and Mecha. An Atlantis where the Ancient Sky is different than can ever be supposed.
PLAY: in a world before the Noachian Flood. Where man had become carnal, sensual, and devilish. Where wars were fought, and adventure can be had. Where the Stone Age necromancers of Aine Gazal, Jericho, and Gobli-Tepe existed with high tech Mecha Pilots and Engineers of Lemuria, Atlantis, and Mu.
MYSTERIES TO EXPLORE: The RH Factor, domestication of certain grains (all of them) and certain animals (most of them), the reactors at Oklo, the Mohenjo-Darian Civilization, flying machines, lights that don't turn off, an electrically active and dynamic sky, and many others.
ADVENTURE: A premade adventure is provided, allowing GMs to introduce the world to their players. An adventure that takes Modern humans back in time: 12,000 years ago. Four students: a latent psychic, a gun loving cheerleader, a budding mecha pilot, and a young genius at technology; along with an independent Archaeologist, and an English aristocratic adventurer are provided as premades (as examples).
GAME ENGINE: The Game Engine is based on updating the BESM d20 game system to Pathfinder, making Pathfinder capable of handling the Science Fiction genre.
WHAT I NEED:
I can write and do the layout (i refer you to the last three Pathways magazines).
and other sources.
Again, we talk about melding the two. :)
The PF label is very successful, so I wanted to try to put the two together again. So far, what I've done is very successful.
Case in point:
Class: Student 1 – 40 point build
Concept: Latent psi
Appearance: At age 15, Christie dresses predominately in black. Black shirts, black pants, black skirts, and black chokers. If she wears any color, it would be bright neon like colors like neon pink, green, yellow, and blue. She has dyed her light brown hair black, but her piercing blue eyes make her stand out, betraying her innocence beneath a veneer of jade.
Background: Christie grew up in a Christian home. She, however, often had nightmares of the future and sometimes knows what someone is going to say something before she speaks it. She can also move pennies with nary a thought. Due to excessive mistreatment during grade school and junior high, Christie has found solace among the Goth cliques – as the mistreatment by other students has forced her to be apart from the norm. Christie is also a known player on the school Beach Volleyball team.
* See d20 Advanced Magic for rules governing Dynamic Spellcasting.
I need a team to finely balance the other classes, but for roughly hewn conversions all you need to do is:
Adventurer -- 4 + int skill ranks
BESM d20 is balanced for the above classes. I'm in the process of converting the rest. As for the Core classes, don't think about balancing them to BESM d20. One hard project at a time, please. :)
Oh, to head off psionics and non-psionics users alike for using Dynamic Sorcery instead of the other attributes or psionics unleashed. I did it for these reasons:
1). Most PF fans are in love with the spells as they are now. Using the Magic and Psychic attributes will gain their attention. However, it would be strange to them. By using what they are used to, they will have something to accept.
2).A majority of PF fans aren't in love with Psionics Unleashed. Impossible to fathom, but it's true.
3). It's possible to flavor the spells as psychic abilities. The only spell thats out of place for her focus as an ESPer is Acid Splash.
As for the Core Classes, no, BESM d20 wasn't written for them in mind. In fact, you were encouraged to take the Adventurer class in the book and use that for all the Core Classes in the book (except for Dynamic Sorcerer, Samurai, Ninja, and Shape Changer). Mark MacKinnon did a good job, actually. It's really hard to take two design philosophies and meld them well. As far as the above classes, I think he succeeded.
Converted from the Conan RPG. In anticipation of the Parry and Dodge rules being moved here, I thought a conversion of base combat rules would be suitable here.
Using your Combat Maneuver Bonus to execute Special Attacks
During combat, you can attempt to perform a number of maneuvers that can hinder or even cripple your foe, including bull rush, disarm, grapple, overrun, sunder, and trip. Although these maneuvers have vastly different results, they all use a similar mechanic to determine success. Additionally, some special attacks may be made with your Combat Maneuver Bonus. All such attacks (such as Bull's Charge or Decapitating Slash) may be improvised with a -2 penalty.
Some special maneuvers are not attacks (such as Aid Another, Aim, and Dance Aside) but modify other qualities.
Prerequisite: Str 13
Benefit: You are trained in three combat special maneuvers that are not covered by a Feat or some other rule in the Pathfinder RPG. You may choose three from Bull's Charge, Leaping Charge, Decapitating Slash, Desperate Stab, Devastating Sweep, Force Back, Fling Aside, Patherist Twist, and To The Hilt. You have no penalty when using these special attacks.
Special Attacks and Maneuvers List
In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you're in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.
You can also use this standard action to help a friend in other ways, such as when he is affected by a spell, or to assist another character's skill check.
You can make a bull rush as a standard action or as part of a charge, in place of the melee attack. You can only bull rush an opponent who is no more than one size category larger than you. A bull rush attempts to push an opponent straight back without doing any harm. If you do not have the Improved Bull Rush feat, or a similar ability, initiating a bull rush provokes an attack of opportunity from the target of your maneuver.
If your attack is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent's CMD you can push the target back an additional 5 feet. You can move with the target if you wish but you must have the available movement to do so. If your attack fails, your movement ends in front of the target.
An enemy being moved by a bull rush does not provoke an attack of opportunity because of the movement unless you possess the Greater Bull Rush feat. You cannot bull rush a creature into a square that is occupied by a solid object or obstacle. If there is another creature in the way of your bull rush, you must immediately make a combat maneuver check to bull rush that creature. You take a –4 penalty on this check for each creature being pushed beyond the first. If you are successful, you can continue to push the creatures a distance equal to the lesser result. For example, if a fighter bull rushes a goblin for a total of 15 feet, but there is another goblin 5 feet behind the first, he must make another combat maneuver check against the second goblin after having pushed the first 5 feet. If his check reveals that he can push the second goblin a total of 20 feet, he can continue to push both goblins another 10 feet (since the first goblin will have moved a total of 15 feet).
Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. Charging, however, carries tight restrictions on how you can move.
Movement During a Charge
You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent. If you move a distance equal to your speed or less, you can also draw a weapon during a charge attack if your base attack bonus is at least +1.
You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can't charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can't charge. Helpless creatures don't stop a charge.
If you don't have line of sight to the opponent at the start of your turn, you can't charge that opponent.
You can't take a 5-foot step in the same round as a charge.
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.
Attacking on a Charge
After moving, you may make a single melee attack. You get a +2 bonus on the attack roll and take a –2 penalty to your AC until the start of your next turn.
A charging character gets a +2 bonus on combat maneuver attack rolls made to bull rush an opponent.
Even if you have extra attacks, such as from having a high enough base attack bonus or from using multiple weapons, you only get to make one attack during a charge.
Lances and Charge Attacks: A lance deals double damage if employed by a mounted character in a charge.
Weapons Readied against a Charge: Spears, tridents, and other weapons with the brace feature deal double damage when readied (set) and used against a charging character.
This is from the Conan RPG (2nd Edition).
A picture of Conan fighting. No dodging, but a parry might happen.
A player may use his character's CMD to parry or dodge. But he has to declare wether he is dodging or parrying.
DODGING: When declaring that he is dodging, a character needs at least one adjacent square to either be unoccupied or be occupied by friendly creatures to be able to dodge effectively. He need not necessarily move into the space as part of his dodge but he does need a certain amount of room to move around in. If at least one adjacent square is not unoccupied or friendly, the character has a –2 penalty to his CMD. Bonuses from the Dodge and Mobility feats are applied when actively dodging.
PARRYING: A parrying character must wield a weapon, shield or at the very least an object of some kind in order to fend off his opponents’ blows effectively. It is possible to deflect blows without having an item in hand; however, if a character is completely unarmed, he receives a –4 penalty to his CMD. Characters with the Improved Unarmed Strike feat count as armed for the purpose of Parrying.
If a character attempts to parry with a weapon with which he is not proficient, or with an improvised weapon such as a bar stool or length of firewood, he suffers a –1 penalty to his Parry Defence. A character from the barbarian class with the Versatility ability suffers no penalty under such circumstances, as barbarians are so adept with improvised weapons. The Games Master is at liberty to apply additional bonuses to a character’s CMD when he uses especially suitable or obstructive improvised blocking weapons.
If a character is using a reach weapon, he can parry an adjacent attacker with it even if he is not able to attack the adjacent attacker. It is not normally possible to parry an attack from a thrown or ranged weapon (an improvised Feat can make an exception to the rule with a shield).
Picture of Conan who has parried arrows with a shield (from Marvel).
This class is good for replication in Sword and Sorcery campaigns. I'm doing an ad-hoc conversion, and it should be cool. :)
Barbarian from Conan RPG
A picture of Conan. NOT REALLY SAFE FOR YOUR PLACE OF EMPLOYMENT!
Hit Die: 1d10
Starting Wealth: 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.
CLASS SKILLS (changes in bold)
The barbarian's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (herbalism) (Int), Craft (any mundane) (Int), Handle Animal (Cha), Intimidate (Cha), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 4 + Int modifier.
This alternate Barbarian has full BAB and his two best saves are Fortitude and Reflex. Also, this barbarian can use his CMD as a bonus to dodge attacks and parry weapons.
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, two weapon combat, light and medium armor, and shields (except tower shields).
At First Level
Fearless: The barbarian gains a +2 resistance bonus to all Will saves against any fear type of effect, including terror.
Track: A barbarian adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Versatility: Barbarians have little time for the niceties of civilized swordplay, but their unorthodox fighting style allows them to pick up and wield almost any weapon with ease, or turn an everyday object such as a heavy bench or treasure chest into a deadly improvised weapon.
At first level, all barbarians suffer only a -2 penalty when using a weapon that they aren't proficient with, including exotic weapons and improvised weapons, and melee weapons that cannot be usually thrown.
At 7th level and onwards, there is no penalty at all when using weapons with which they are not proficient. This is an extraordinary ability.
At Second Level
Bite Sword: The barbarians often finds it useful to carry his sword in his teeth, like when suddenly plunged into icy water, clutching at a crumbling cliff face, and so on. Up to once per round, as a free action, a barbarian can place any light weapon or any one handed slashing weapon in his mouth and carry it securely between his teeth for up to 3 + Strength modifier rounds (3 + Strength modifier minutes if it's a light weapon), before taking it back into his hand as a free action once more. While carrying his weapon in his mouth in this manner, the barbarian can act normally, but can't attack with the weapon in his mouth. This is an extraordinary ability.
Crimson Mist: Any time a barbarian of 2nd level or higher succeeds in a Will saving throw against Terror (see page 376), he flies into a furious anger instead of becoming terrified. This is treated in all respects as the Fighting-Madness feat (see page 126), including the restriction that it may only occur once per day. A character who has the Fighting-Madness feat and is also a barbarian of 2nd level or higher may voluntarily go into a Fighting-Madness once per day and may also enter a crimson mist once per day if he succeeds in a Will saving throw against Terror.
From 11th level onwards, the barbarian’s crimson mist becomes more powerful, with the bonus to Strength and Constitution increasing to +6 and the bonus to Will saving throws increasing to +3. Note that if the barbarian also has the Fighting-Madness feat, this improved crimson mist ability has no effect on his Fighting-Madness.
A picture of Red Sonja. Might be safe for your Employment. Might be.
At Third Level
Trap Sense: At 3rd level, the barbarian gains a +1 bonus to Reflex saving throws made to avoid traps and a +1 dodge bonus to Dodge Defence against traps. Every three levels thereafter these bonuses increase by +1. Trap sense bonuses gained from different classes stack.
Endurance: At 3rd level, the barbarian gains Endurance as a bonus feat. If he already has Endurance, he instead gains Diehard.
Uncanny Dodge: Starting at 4th level, a barbarian can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
If a barbarian already has uncanny dodge from a different class (say, from Rogue), she automatically gains improved uncanny dodge (see below) instead.
Level the Fifth
Mobility: From 5th level onwards, the barbarian gets a +4 dodge bonus to Dodge Defence against attacks of opportunity when he moves out of or within a threatened area. If the barbarian already has mobility from some other source, such as from being a 5th level nomad already, he instead gains improved mobility (see below). Note that mobility does not apply if the barbarian is mounted.
Diehard: At 6th level the barbarian gains Diehard as a bonus feat. If he already has Diehard, he instead gains Toughness.
Here is a picture of Jongor by Frank Frazetta. The lady is very scantily clad and may cause you to lose your employment.
[bigger]at Level the Eighth
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
At TENTH level
Improved Mobility: From 10th level onwards the barbarian never provokes attacks of opportunity so long as he moves at least 10 feet during that combat round. If the barbarian somehow already has improved mobility, he instead gains greater mobility (see below). Note that improved mobility does not apply if the barbarian is mounted.
Damage Reduction: Starting at 10th level, the barbarian gains the extraordinary ability to shrug off some amount of injury from each blow or attack. Subtract one from the damage the barbarian takes each time he is dealt damage.
At 13th level, this damage reduction rises to two. At 16th, it rises to three. At 19th, it rises to four. Damage reduction can reduce damage to a minimum of zero.
AT FIFTEENTH LEVEL
AT 17th LEVEL
Furthermore, he does not die until he is reduced to a number of negative hit points equal to his class level and may continue to perform either a move action or a standard action each round until that point.
Cover art from Red Sonja: Doom of the Gods #2. Might be safe for your work.
AT LEVEL THE EIGHTEENTH
I thought you all might find this fascinating. My point of view on how Paizo Publishing has been successful.
Paizo Publishing is a company that provides a roleplaying game, several adventures, and a marketplace with which to purchase things online. They also publish novels, accessories, and include the customer in major product decisions, especially in the testing phase of their products. They have the leading online hobby store (which isn’t necessarily true), and offer many different products from many different publishers. They ship their products all over the planet.
The best known product they have for someone like me is their PATHFINDER ROLEPLAYING GAME, which is published on paper, in PDF, and for free on their PRD and a competitive website – http://www.pfd20srd.com. They also produce ADVENTURE PATHS, which are whole campaigns that support the PATHFINDER roleplaying game. They also provide one world system – Golarion – for a player’s adventuring needs. Beyond those, they have provided stand-alone adventure scenarios for purchase.
Of the services they provide one is an online store which costumers can use to purchase their products. A PATHFINDER REFERENCE DOCUMENT – which allows you to download the core game rules for free to play – and a store blog.
To maintain a distinct competitive advantage over other companies of their ilk, including Wizards of the Coast – who currently publishes DUNGEONS AND DRAGONS – Paizo has embraced market and customer cooperation. Paizo maintains a competitive edge by supporting the Third Party d20 Market. They allow customers to review their products and the products others put out. They also review products in their store blog. Various employees give their comments and recommendations on the best their competitors have to offer. Although, of all the products and services and advantages they correctly implement its got to be Customer Service. Back in the year 2000, WotC gained a huge competitive advantage by introducing the Open Game License, and making DUNGEONS AND DRAGONS open to all to add to and expand upon.
Wizards of the Coast lost this competitive advantage when they stopped supporting the OGL and the d20 system altogether. They also did not provide support to the d20 market, which caused a boom to go bust around five years after the OGL was introduced. During that time, Wizards of the Coast’ customer service fell down the tubes. Wizards of the Coast reaped their rewards when they announced a new Edition of Dungeons and Dragons (4th Edition) in 2008. They also treated their loyal customers like drones when they turned too unethical marketing practices.
By this time, to stay in business, Paizo Publishing – which published DUNGEON and DRAGON magazines, began working on Pathfinder as a response to 4th Edition. They opened up the system to playtest and everything skyrocketed for them. Paizo Publishing involves the customer in a whole new way. Their greatest strength in earning customer loyalty isn’t the Adventure path, it’s their customer service.
I wonder how many will be interested in playing a campaign that has these themes.
a. Humans vs. Serpentmen (see Serpent's Skull and Bestiary II or III).
b. Early Middle Iron Age -- a.k.a. 700-600 B.C. You will be allowed to discover Steel, however.
c. Serpentmen civilization will be based off of Serpent Kingdoms book for Forgotten Realms. Serpentmen will have access to the spells of the Yuan-ti.
d. Humans are based on the 12 tribes of Israel. You will get to choose traits based off of your character's particular tribe. For instance, members of the Tribe of Dan are natural explorers, and members of the Tribe of Judah have leadership characteristics (although it's more complicated than that).
e. Allied (or Playable Races) to humans:
1. Elves (High Elves, Grey Elves, Sun Elves).
3. Saurians (Rebuilt from Saurials.)
4. Lion headed characters from Ptolus.
6. Nagaji (don't ask how!)
f. Neutral races:
1. Orcs -- Just want to be left alone.
g. Allied races to Serpentmen:
h. Overall feel of the campaign is partly like Barsoom, partly like Gor, and partly like the Conanverse.
Alexandrian Studios is embarking on making the Twelve Labors of Hercules into ready to play adventure scenarios for Pathfinder and D&D d20. So far, I'm writing it up, I can use Ready Made Art from the ancient ages for this edition. The Twelve Labors of Hercules is a mini-campaign designed for you to adventure into the World of Hercules with a group of 3 or four in a pseudo-greek mythological world.
Pseudo-Greek means that it's not written with the world of SKR's New Argonauts in mind. Your Wizards and sorcerers will have access to all schools of magic, and your clerics can worship any god they please.
Pottery with Heracles painted on it. Ancient Greek pottery, Not Safe for Work.
I'll set up a Kickstarter soon. :)
I have to do three sign mockups. Tell me how each of these make you feel?
What do you think?
I wanted to do a tattooed sorceress that has a draconic bloodline that specializes in Metamagic instead of item creation. Kind of like testing the idea of a new PrC.
Background: Aristopira's name means "Excellent Fire" and is the first of her family to display her red dragon bloodline in three generations. 10 generations ago, her 10th great grandfather made a bargain with a dragon for power. The details of that bargain is largely forgotten, but strange rumors abound where he had to give up his young wife to the dragon for breeding. Others say that the grandfather was an eromenos to the dragon. Whatever the truth, Aristopira is viewed with awe, wonder, envy, or hatred.
Pic w/out Wings: http://atlantean6.deviantart.com/art/Aristopira-354816095
Race and Class: Human Sorcerer, Draconic Bloodline
Archetype: Tattooed Sorcerer
Alignment: Neutral Good
Abilities: Str 11, Dex 14 - 15 (16th) - 16 (20th), Con 14, Int 15, Wis 12, Cha 17 (1st) - 18 (4th) - 19 (8th) - 20 (12th)
1st: Appraise +4 (+6), Craft (Tattoo) +4 (+6), Intimidate +4 (+7), Swim +1
5th level: Appraise +6, Bluff +4 (+7), Craft (Tattoo) +9 (+11), Intimidate +4 (+7), Swim +6, Spellcraft +7 (+9)
7th Level: Appraise +7 (+9), Bluff +5 (+8), Craft Tattoo +11 (+13), Intimidate +5 (+8), Swim +9, Spellcraft +7 (+9)
10th level: Appraise +10 (+12), Bluff +7 (+10), Craft Tattoo +13 (+15), Intimidate +6 (+9), Swim +10, Spellcraft +9 (+11)
15th level: Appraise +15 (+17), Bluff +10 (+13), Craft Tattoo +13 (+15), Intimidate +8 (+11), Knowledge: Arcana +8 (+10), Swim +15, Spellcraft +14 (+18 (+2+2))
1st Level: Extend Spell, Combat Casting
3rd Level: Empower Spell
5th level: Improved Familiar (Fairy Dragon at 7th, named Hermeos -- pic: http://browse.deviantart.com/art/Fairy-Dragon-34088123 )
7th level: Bouncing Spell
9th level: Enlarge Spell
11th level: Maximize Spell
13th level: Echoing Spell
15th level: Skill Focus: Spellcraft
As of 15th level --
7th level -- Banishment, Instant Summons
6th level -- Chain Lightning, Contagious Flame, Getaway, Planar Binding
5th level -- Astral Projection, Lesser; Fire Snake, Aristopira's Private Sanctum, Phantasmal Web
4th level -- Fear, Fire Shield, Moonstruck, Shadow Conjuration,
3rd level -- Beast Shape I, Fireball, Summon Monster III, Water Breathing
2nd level -- Burning Arc, Disfiguring Touch, Knock, Spider Climb, Stone Call
1st level -- Color Spray, Disguise Self, Magic Missile, Magic Weapon, Touch of the Sea
Cantrips -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Flare, Jolt, Ray of Frost, Read Magic, Resistance
Familiar Tattoo, Mage's Tattoo (Evocation), Bloodline Tattoos, Create Spell Tattoo, Enhanced Romany Tattoo, Dragon Resistances, Wings
i was doing some research and I found out that Alexandria Eschate (Alexandria the Furthestmost) is only 450 miles away from the nearest Chinese Warring State -- i.e. Khashgar and Jin. http://en.wikipedia.org/wiki/File:Chinese_plain_5c._BC-en.svg
Alexander, if he really wanted to, could have marched right into China and conquered just one of the Warring States -- probably Jin. The other states could have reacted and united under a capable ruler to counteract the military genius and his Macedonian Phalanx.
Alternate History aside (which is part of Fantasy and Sci-Fi); if I were to create a small campaign around Alexandria Eschate, I would probably have a mixture of oriental and occidental monsters.
(Thank God that Paizo made their oriental dragons OGC)
I would put an Imperial Dragon somewhere to oversee the Jaxartes. Probably a forest dragon. I would also have a winged race, because according to Arrian and Curtius, one of the Sacae defenders cried to Alexander that his men would need wings to get to where they were. They were perched on a mountain :) In a fantasy campaign, we can take that literally (although the Sacae are interesting once you start to track where they came from and where they went).
At least one Imperial Dragon in the area.
Well, does anyone have any good suggestions for oriental creatures around that particular location? :)
On the surface, the Magus and the Warmage from the Miniatures Handbook and Complete Arcane look a lot like each other. So, I have a couple of questions.
1. How would you use the Magus in world building? Would you build whole armies out of them?
2. Have any of you played Magi? Can you tell me your thoughts about the class?
I think these two questions are out of logical order, but I'll let them stand as they are. :)
WotC is having an art contest around the A series of modules.
I CAN'T HELP BUT LAUGH!!
After all, if you played the A series of modules, A4 is particularly very interesting in how the PCs start out. At least in respect to the WotC code of decency. After all, it totally breaks it. I'm laughing at the irony.
Prepare for a new version of A4 coming out that is not artistically in the spirit of the original Module, but "porned" up with a "dungeon punk" style. Thanks to a culture that's totally upside down when it approaches this subject. It's so funny!!
However, this thread can be used to remember about your adventures in the A series.
My player primer is up, but I'm still working on it. So, I'm looking for suggestions. Yes, I am aware I copied parts of Monte Cook's Ptolus primer, but . . . I needed to do a primer for a while. Base classes are coming soon!! :)
A mobile counter part to the hoplite and phalangite (both of which use the Phalanx Soldier archetype), a gymnitos is an extremely light, mobile skirmisher and archer. The word Gymnitos is singular of Gymnitai, which is ancient Greek that literally means "bare, naked." The Gymnitai are attached as part of the Psiloi. Psiloi means "stripped, naked."
At 2nd level, a Psilos gains a +1 bonus on saving throws made against effects that cause him to become paralyzed, slowed, or entangled. This bonus increases by +1 for every four levels beyond 2nd.
This ability replaces bravery.
Leaping Attack (Ex)
At 5th level, when a Psilos moves at least 5 feet prior to attacking, he gains a +1 bonus on attack and damage rolls. This bonus increases by +1 for every four levels beyond 5th.
This ability replaces weapon training 1, 2, 3, and 4.
At 11th level and higher, a Psilos can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the psilos is wearing light armor or no armor. A helpless psilos does not gain the benefit of evasion.
This ability replaces armor training 3.
Fleet Footed (Ex)
At 15th level, the psilos’ speed increases by 10 feet. He can take 10 on Acrobatics checks even while distracted or threatened, and can take 20 on an Acrobatics check once per day for every five fighter levels he possesses.
This ability replaces armor training 4.
Uncanny Dodge (Ex)
Starting at 20th level, a psilos can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A psilos with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against him.
If a psilos already has uncanny dodge from a different class (i.e. Rogue), he automatically gains improved uncanny dodge, instead. This ability replaces weapon mastery.
In memory of Aaron Swartz, I will be declaring most of Phoenicia: City of Psionics' product identity to be in the Public Domain once it's formally published as a PDF. I've come to this choice to honor the man who has effectively stopped PIPA and SOPA with his organization Demand Progress.
Nina Paley, another Content Author, has worked hard and jumped through hoops in order to get people to understand that they have the rights to show her work, to fight DRM of her work, and to do many other things, has recently released Sita Sings the Blues into the Public Domain.
Basically, Copyright Law has been perverted, and the OGL, although the best thing to happen to the Gaming Industry; is largely ignored by everyone except by Paizo, LCC. For most of the OGL's history, other content providers for D20 has ignored other content providers' OGC, resulting in many wheels being reinvented.
Although we are seeing progress in the Era of the Pathfinder RPG (see Seas of Thought as a GREAT example); there isn't enough progress being made in how much should be used or what can be used.
In Aaron Swartz's memory, although I will be declaring my PI to be in the Public Domain; I'd like to challenge every other Content Provider to include at least one rule they like from some other Publisher's OGC besides Paizo, LCC; and Dreamscarred Press in at least one of their future products. The OGL was invented to allow game rules invented by someone else to be used. As Nina Paley said in her post about her frustrations with her work: Not using knowledge is an offense to it. Change this to be relevant to our community to say, Not using PFd20SRD to it's full potential is an offense to it!
Don't do it for yourselves, do it for Aaron Swartz.
I've been reading Magic of the Inner Sea, so take this as a number of ideas. :) Comment if you like or don't like.
Phoenicia is a city of Psionics, but it doesn't mean that their aren't wizards or sorcerers in town.
Wizards in the city may learn the following variant systems:
The First Magic, practiced by the first shamans. Primal magic comes from the Paleolithic Age, when magic was first discovered and practiced by the humans at that time. However, the Serpentfolk were the ones that refined the magic. Those practicing primal magic are discovering, for the first time, the ancient power of the First Magicians. It's tapping into the raw energy of the world and trying to shape that energy into a desire.
After magic was refined, the first shamans built an entire society based on magic through the paleolithic and the mesolithic aeons. By the time that the Serpent Empires had fallen, Mankind was refining the magic into three areas of study: Divine magic, Arcane magic, and Psionics. The ones that refined each thought that they can tap the mind of God.
In the time of Hellenistic Phoenicia, with so many discoveries being made, Primal Magic was rediscovered in the Achaemeniad Empire as the Hellenes conquered them. As a result, Primal Magic is being restudied. The schools of Primal Magicians however split into two camps: the Archaists and the Chaos Sorcerers. The Archaists live in Phoenicia. Their school is few in number since most people tend to avoid Primal Magic except those who have reckless tendencies.
The Way of Sin:
Phoenicia's "indigenous" Phoenicians are a strange lot. Some of them follow after strange gods, some of them go after strange practices. These include Wizardry, where the Phoenicians have studied spell Specialization on an unprecedented scale. When times continued, the Priests denounced the Phoenician's way of studying magic. Saying each specialization was like one of the Seven Deadly Sins. Rather than flee from such denouncement, these wizards embraced them.
Located in the Phoenician Quarter is the Lycaeum of Sin, where the extreme specialization is studied and passed on from Instructor to Student since the days when the Vedics ruled Phoenicia. Each of the specializations is named after a Sin, and often the Master and the Students are dressed outlandishly to reflect their sin.
Envy (Abjuration): The art of suppressing magic other than your own. The Master of the School of Envy looks eternally young (18), wears the wildest hair style, and tends to dress provocatively. Students also tend to dress provocatively in order to inspire Envy in others. The Master also incredibly trim, his muscles are hard and firm, but his body is entirely thin. Prohibited Schools: evocation, necromancy.
Gluttony (Necromancy): Magic that manipulates the physical body to provide for an unending hunger for life. The Masters and students of the school of Gluttony are either corpulent like fat tubs of lard or thin as toothpicks. There's no middle ground.
Greed (Transmutation): Magically transforming things into objects of greater value or utility, and enhancing the physical self. Students of the school of Greed often dress to impress, and some do seek to show off their talent. But all are in the pursuit of wealth. Prohibited Schools: enchantment, illusion.
Lust (Enchantment): Magically controlling and dominating other creatures to satisfy your desires, and manipulating others’ minds, emotions, and wills. The Master of the School of Lust typically wears red silks of varying shades. Students typically do not dress to reflect their lust, but their power as spies are not to be overlooked. Prohibited Schools: necromancy, transmutation.
Pride (Illusion): Perfecting your own appearance and domain through trickery and illusions. The Master of the School of Pride is so masterful at her illusions that she's naked underneath. Students of the school typically dress to impress, but others follow the Master and do not wear a thing under their illusions. Prohibited Schools: conjuration, transmutation.
Sloth (Conjuration): Calling agents and minions to perform your deeds for you, or creating what you need as you need it. The current Master of the School of Sloth believes that teaching is bothersome and typically leaves his student teachers to instruct. The current Master of Sloth is often out researching some new thing or just can't be bothered. The inquirious are equally thought of as "bothersome." Prohibited Schools: evocation, illusion.
Wrath (Evocation): The wrath school is all about mastering the powerful destructive side of magic. The Master of Wrath typically dresses herself as a Military Commander, to show that she represents Wrath. Her students are similarly regimented. Both Master and students study from the Book of War. Prohibited Schools: abjuration, conjuration.
Allowed Archetypes from Magic of the Inner Sea:
Alchemist = Crypt Breaker, Oenopion Researcher
Sorcerer = Tattooed Sorcerer
Wizard = Primalist
Setting: Phoenicia, the City of Psionics
The Backstory: The Fang of Domination is a magical artifact that comes from Man's Mesolithic Age, when the world was dominated by the Serpentfolk. No one knows the origin of the Serpentfolk or why they would exist in the world; just that they built numerous cities for habitation. The race disappeared officially from the earth about the time of the Neolithic Age, when Man's shamans were making advances in magic and separated magic into the three modes of study: Divine, Arcane, and Psionics.
The Premise: Agents of the Serpent (Serpentfolk) raid the Musaeum of Phoenicia, looking for clues as to the whereabouts of the Dragon's Fang of Domination. The player characters are enlisted to retrieve the Fang of Domination first. For with the Fang of Domination, the Serpentfolk can resurrect and empower their deity.
The Twist: The PCs must venture into the bowels of the city to find the prehistoric city of Nastileth. Phoenicia was built on the ruins of many successive cities, and may be a site of one of the oldest habitations on the earth. Their quest will take them through the Undermarket, the sewers, and down into the Dwarven City of Azaghâl, through a Neolithic Mannish city named Ang Gazhal, and finally Nastileth itself. However, the Fang of Domination isn't there. It's actually found in the Lycaeum of Sin -- where the Rune Wizards practice (i.e. Runelords from Rise of the Runelords).
The Climax: Both Serpentfolk and the PCs must get into the Lycaeum of Sin, where they must retrieve the Fang of Domination in a firefight. If the PCs get it, they can deliver it to the City Council for safe keeping or destroy it. If the Serpentfolk get it, they can resurrect their deity, and finally if the Rune Wizards get it -- the Balance of Power between psionics and arcane magic in the City can be potentially upset!
The MacGuffin: The Fang of Domination is a powerful artifact that once activated, can cast Mass Domination over a very large number of people -- about 50,000 people at once can come under its influence. Created when the Serpent Empire was at the height of it's decadence, it was lost in Nastileth during the Serpent Gate Wars.
Suggested Players: PCs should be of a core race; or of the Lemurian (Kalashtar), Protean (Changeling), Elan, Maenad, Nagaji, or Lizardman races. The PC's team make up should include at least one psionic class. For fun, someone can make a Rune Wizard (Runelord). Remember to dress according to the sin you represent. For instance, a Wizard of Envy might dress like this.
Suggested Level: 7 (maybe, can be adjusted to challenge players of level 10).
I wonder if a PC atheist should get spell resistance. I've been thinking about it for a long time, and if an unbeliever PC is an unbeliever, he should reap the rewards.
Healing magic won't work on him.
Last night, one of my players (the fox fellow) is playing an atheist. They got into an area full of plague zombies and defeated the plague zombies but got the zombie rot. A new player made up a Vitalist, and he used Empathic Transfer to transfer all the diseases into himself.
Now I just thought of something. One's unbelief should stand in the way of supernatural healing, right? So, I thought would it not be impossible to give an Atheist PC spell resistance of 10+1/2 the character's level?
Nina Paley has just announced that she is releasing Sita Sings the Blues into the Public Domain. I don't know if this is a blow against Information rights, but her reasons are stated below: (permission to reprint the article already granted)
I am hereby changing Sita Sings the Blues' CC-BY-SA (Share Alike) license to CC-0.
A few years ago I started thinking about taking a vow of non-violence: a commitment to never sue anyone over Knowledge (or Culture, Cultural Works, Art, Intellectual Pooperty, whatever you call it). Copyright law is hopelessly broken; indeed, the Law in the US is broken all over the place. Why would I resort to the same broken law to try to fix abuses that occur within it?
We live in a messed-up world. My choices, however principled, will not change that. People will continue to censor, suppress, and enclose Knowledge. Share-Alike - the legal requirement to keep Knowledge Free - has ironically resulted in the suppression of same.
"Not using knowledge is an offense to it," wrote Jeff Jarvis, reflecting on the death of Aaron Swartz.
I learned of Aaron's death on Sunday; on Monday, the National Film Board of Canada told me I had to fill out paperwork to "allow" filmmaker (and personal friend) Chris Landreth to refer to Sita Sings the Blues in his upcoming short, Subconscious Password, even though Fair Use already freed the NFB from any legitimate fear of Share-Alike's viral properties. I make compromises to my principles every day, but that Monday I just couldn't. The idiocy of NFB's lawyers was part of the same idiocy that Aaron fought in liberating documents from JSTOR. I couldn't bear to enable more bad lawyers, more bad decisions, more copyright b*!++%~&, by doing unpaid paperwork for a corrupt and stupid system. I just couldn't.
So the NFB told Chris to remove all references to SSTB from his film.
There are consequences for taking a principled stance. People criticize you, fear you, and pity you. You get plenty of public condemnation. You lose money. Sometimes the law goes after you, and although that hasn't happened to me yet, it could as I do more civil disobedience in the future.
But the real victim of my principled stance isn't me, it's my work. When I took a principled stance against Netflix's DRM, the result was fewer people saw SSTB. When countless television stations asked for the "rights" to SSTB and I told them they already had them, the result was they didn't broadcast it. When publishers wanted to make a SSTB-based book, the Share-Alike license was a dealbreaker, so there are no SSTB books.
My punishment for opposing enclosure, restrictions, censorship, all the abuses of copyright, is that my work gets it.
Not using knowledge is an offense to it.
So, to the NFB, to Netflix, to all you publishers and broadcasters, to you legions of f&&+ing lawyers: Sita Sings the Blues is now in the Public Domain. You have no excuse for suppressing it now.
Am I still fighting? Yes. BUT NOT WITH THE LAW. I still believe in all the reasons for BY-SA, but the reality is I would never, ever sue anyone over SSTB or any cultural work. I will still publicly condemn abuses like enclosure and willful misattribution, but why point a loaded gun at everyone when I'd never fire it? CC-0 is an acknowledgement I'll never go legal on anyone, no matter how abusive and evil they are.
CC-0 is as close as I can come to a public vow of legal nonviolence. The law is an ass I just don't want to ride.
More at QuestionCopyright.org.
I'm the GM of a very fun city setting: Phoenicia, the City of Psionics. (Doesn't mean I'm running sci-fi).
One of my newest players is slowly mangling my setting around a bit. He wanted to have a Nekojin as his cohort. Initially I said yes, but she had to come from another world via Gate Spell. Which is a way of saying, "No, you can't have cat folk."
He didn't get the hint. Diplomacy time might be over, what's your advice?
Judging by how much I have to do for this assignment (rewrite wikipedia article and layout a Children's Science Novelty Book), I don't think I'll have time to write an adventure dealing with the prehistory of my City-based campaign.
Anyone know of a PF standalone adventure dealing with the serpent folk?
This version of the Inscriber comes from the WOW RPG book More Magic and Mayhem, of which I have a copy. For those looking to use the Diabolist from the Palladium RPG, the Inscriber is a good way to go, even though most of the class's abilities is incredibly proprietary to the WoW world.
1st level -- Inscribe Runes: An inscriber has the ability to create and empower runes. Unlike the runemaster, he does not learn whole patterns; instead, an inscriber may prepare individual runes as though they were arcane spells. He keeps runes in his spellbook, just like other arcane spells.
Like other arcanists, the inscriber gains one free spell of his specialty per level; the inscriber chooses these spells from the runes he knows.
At the beginning of every day, when the inscriber prepares his spells, he may attune himself to a rune pattern from which he has prepared at least one rune.
4th Level—Lesser Runic Mysteries: The inscriber can cast any 0, 1st or 2nd-level wizard/sorcerer spell as a rune instead of a normal spell. When he prepares spells, he must make the choice to prepare each spell as a rune or as a spell.
8th Level—Runic Mysteries: The arcanist can cast any 3rd, 4th or 5th-level wizard/sorcerer spell as a rune instead of a normal spell. When he prepares spells, he must make the choice to prepare each spell as a rune or as a spell.
12th Level—Runic Attunement: The inscriber gains Runic Attunement as a bonus feat.
16th Level—Greater Runic Mysteries: The inscriber can cast any 6th, 7th or 8th-level wizard spell as a rune instead of a normal spell. When he prepares spells, he must make the choice to prepare each spell as a rune or as a spell.
Arcane Spells as Runes
Inscribers learn, through the exploration of the runic mysteries, to cast certain arcanist spells as runes. This change has the following effects on such spells:
The following arcanist spells become marks: 0-level: detect magic, read magic, resistance; 1st-level: charm person, comprehend languages, disguise self, mana shield, protection from evil, shadow meld; 2nd-level: detect thoughts, invisibility, mirror image, reduce person*, resist energy, see invisibility, touch of idiocy; 3rd-level: clairaudience/clairvoyance, dispel magic (targeted), gaseous form, hold person, nondetection, suggestion, tongues; 4th-level: charm monster, confusion, dimension door, dimensional anchor, geas (lesser), invisibility (greater), locate creature, resilient sphere, stoneskin; 5th-level: break enchantment, dismissal, dominate person, hold monster, sending, telepathic bond; 6th-level: dispel magic (greater) (targeted), geas/quest, true seeing; 7th-level: insanity, scrying (greater), spell turning; 8th-level: sending, discern location, protection from spells.
The following arcanist spells become glyphs: 1st-level: identify; 3rd-level: nondetection; 5th-level: passwall; 6th-level: legend lore.
The following arcanist spells become sigils: 0-level: ghost sound, silent image; 1st-level: alarm; 3rd-level: dispel magic (area), major image; 4th-level: detect scrying, globe of invulnerability (lesser), phantasmal killer, reduce person (mass)*, solid fog; 5th-level: persistent image, wall of force; 6th-level: antimagic fi eld, dispel magic (greater) (area), suggestion (mass); 7th-level: banishment, hold person (mass), invisibility (mass), plane shift; 8th-level: telekinetic sphere.
• Arcanist spells not on the above lists cannot be cast as runes. Spells from other path lists cannot be turned into runes, either. The GM must determine what spells (if any) from the arcanist list that are not in the World of Warcraft RPG core rulebook may be turned into runes.
OGL Section 15
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
The Hellenic Age, or Hellenic Period, is the period of time between the Conquests of Alexander the Great and the Domination of Rome over the fallen Greek Empires, which is between Alexander's Death in 323 B.C. and the foundation of the Roman Empire in 150 B.C.
The Hellenistic Age is a time period when Greek art, thought, science, and customs were spread through most of Asia after Alexander destroyed and conquered the Persian Empire. Progress was made in the arts, exploration, literature, theatre, architecture, music, mathematics, philosophy and science. Historians consider it to be a period of transition, after the brilliance of the Classical Greek era (the era of the Polis or City State).
Q. Why the Hellenistic Era?:
A. Really, Medieval Europe has been done to death. Any sufficient research in the era will reveal that it isn't really an era that needs to be replicated over and over again. The Dark Ages was the lowest point of knowledge on Earth (save, perhaps, China's Golden Age). Ignorance was at an all time high. Nobody knew what year it was.
You've got three castes. Those who toiled are the serfs. They were little more than slaves. You have those who pray, which were the clergy of the Roman Catholic Church; and finally those who made war. And warfare was incessant in Feudal Europe. David Chart's Heirs to Merlin for the game, Ars Magica, is a well researched book on the topic.
On the other hand, after Alexander the Great, there was much education in the land. The common slave would be educated, and some would have the task of educating the young. The typical middle class freeman would know a great deal of Philosophy and would patronize the theatre, the gymnasium, and use his education to make something of himself.
Q. What about religion, can my cleric choose what god to worship?:
OH YES! Polytheism is alive and well during Hellenistic times. Besides that, there are a number of Greek Philosophies a player character can adopt.
Epicureans believed in the existence of the atom and believed in gods, but also say they were unwilling or unable to prevent Evil. They too, believed in living a virtuous life but held pleasure to be the greatest good (A hedonistic philosophy). They sought to avoid pain, as pain was held as the antithesis of pleasure (there are a lot of people who are Epicureans in today's society).
Academic skeptics sought peace of mind. However, they also pitted one school of Philosophy against another to undermine belief in the whole philosophic enterprise. The idea was to produce in the student a state of aversion towards what the Pyrrhonists considered arbitrary and inconsequential babble. Skeptics believed that causation could not be experienced, and also the soul, life purpose, justice, and the divine could also not be experienced.
Stoics taught naturalistic ethics and did not believe in non-dualistic physics. They also stressed logic. They believed in self control and fortitude to control destructive emotions. A primary aspect of Stoicism involves improving the individual's ethical and moral well-being: "Virtue consists in a will that is in agreement with Nature."
Neoplatonism is often regarded as the philosophy that led to the Dark Ages. Hypatia of Alexandria was killed by neoplatonistic Christians led by Saint Cyril (Saint Cyril was not a saint, folks). These "Christians" also destroyed the Lyceum, which was a remnant of the Great Library of Alexandria.
Neoplatonists believed in a metaphysical and epistemological philosophy. Unlike true Christianity, which has strong parallels with Neo Pythagoreanism, Neoplatonists believed in an Afterlife, a Demiurge, Hypercosmic Gods, and the Cosmic gods. They also held belief in the One God, making Neoplatonists nearly henotheistic. Neoplatonists believed in salvation of their souls through perfection that was attainable in this life. Neoplatonists did not believe in an independent evil running rampant in the Universe, but they did compare it to darkness. To the neoplatonist, evil is simply the absence of good, as Darkness is the absence of all light.
Q. What about Technology?:
A. Technology would be middle iron age. Bronze would still be used as an armoring agent, but swords made of iron would be the norm. Since Iron was considered to be too soft at that time, it wasn't made into armor by the Greeks. Although, the Levant had a tradition of making fine steel before the Persian and Greek Conquest. However, iron weapons can easily be mended and maintained.
Q. What about money?:
A The silver dinar, which is based on the Persian daric, can make up the standard.
1 dinar is equal to 6 obols.
If you still used to the monetary system in PF, you can adjust it to this.
1 silver dinar is equal to one gold piece.
10 copper decidinars is equal to a silver dinar.
MAJOR AND MINOR CHARACTER RACES
The people of the City of Phoenicia live in a city that makes up a tapestry of races all seeking the same goal – realizing their potential. The individuals of these races are all part of one culture. Each race has their own flavor and style, each filling a niche in the highly psionic society of the City of Phoenicia.
This chapter offers a brief of how each common race in the Pathfinder Roleplaying Game and Psionics Unleashed differs from their descriptions in a City of Phoenicia campaign. If not otherwise listed here, you use the material in The Pathfinder Roleplaying Game in playing a common race.
The new races presented in this chapter include:
Lemurians are a race that blends an alien mind with human flesh who are masters of mental power.
Phoenicia: The City of Psionics Racial Ability Adjustments*
Race Ability Adjustments
Humans are thought to be a relatively young race; however this isn’t true. Humans are the dominating race of the Earth-like planet in which Phoenicia, the City of Psionics is set upon.
Hellenistic humans, or the Hellenes, have as their cultural center of the city the Northwest Quarter or the Hellenic Quarter. They are White and Caucasoid. Their culture deals with Natural Philosophy, Science, and the Western way of objective thinking. They believe in application of knowledge and invention, and have invented many things. They value education, study, intelligence, and knowledge as well as hard work. Koine Hellenic, the language of the Hellenes, is the official language of the city. Hellenistic humans are from the Northwest but now control a large swath of land called the Cassandrian Empire. The Hellenes wear the chiton and himaton and they eat Greek cuisine.
Oriental Humans, or the Achaemeniads, have as their cultural center of the city the Northeast Quarter or the Oriental Quarter. They bare a strong resemblance to the people of Iran (Persia). Their culture is based on Monotheism – usually the worship of one God according to the teachings of Zarathustra. Their culture is alien to the Hellenes, as they keep harems. There are very few secular Achaemeniads. Also in the Oriental quarter are a large number of men and women hailing from the fabled Middle Kingdom in the Uttermost East. These Orientals bare a strong resemblance to the Chinese of our world. Their part of town is the gateway to the Silk Road. They speak Achaemeniad or Jinyu. The Achaemeniads dress in Persian style from the 12th Century A.D. and eat Persian cuisine.
The Vedics are the people who have as their cultural center the Southeast Quarter or the Vedic Quarter. They have many names for themselves, they call themselves the Aryavarti, or the people southeast of the Arya river. These people are from Āryāvarta. They came here hundreds of years ago to escape invasion by a combined army of White-skinned humans, Drow, and the orkish Dragon Mouth Clan. They are called the Vedics because of the scriptures they brought with them, called the Vedas. They resemble the people of India in dress, speech, mannerisms, and cuisine. They speak Aryavartan.
The Phoenicians are the indigenous culture, according to the Hellenes. They have as their cultural center the Southwest Quarter or the Phoenician Quarter. They are seen as opportunistic, enterprising, adventurous, bull headed, inquisitive, and enigmatic. For one thing, many of them are Monotheistic and worship one god; for another thing, others of them worship a plethora of gods. The Phoenicians are famous ship builders and sailors and many of them work the Docks and build ships capable of traversing the Great Sea and beyond. They bare a resemblance to Caucasians, but years in the south have browned their skin to a dusky olive. They speak Phoenician. The Phoenicians eat Mediterranean cuisine and dress in flowing clothing.
Other men from other regions of the world include Men from the Ivory Kingdoms to the south, which have very dark skin and flattened noses. Men from the far north that resemble the Hellenes in look but not the temperament. Also, the barbarian Men from the Northeast that are like the Slavic people. These speak a variety of languages and they all come to trade.
Mixed Men: Sometimes, the races of others produced a mixed man – the results of miscegenation of various ethnic races and groups of men. Mixed race marriages include those of mixed race. Mixed men usually have one or two traits of their parent races and also skin color and face differences. Called “Mixed Men” because of their combined heritages and ancestry, mixed marriages are very rare since the Elven Barbarian Invasion.
There are many traits from the Advanced Players Guide and the Advanced Race Guide to list here. However, here are a few reprinted from the Advanced Race Guide that can help the Player create a hero that is good for the City State.
Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Eye for Talent: Humans have great intuition for hidden potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character’s choice. This racial trait replaces the bonus feat trait.
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Heart of the Sea: Humans born near the sea are always drawn to it. They gain a +2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spellcasters gain a +4 racial bonus on concentration checks when attempting to cast spells underwater. This racial trait replaces skilled.
Heart of the Slums: Humans who eke out a life in a city’s teeming slums must be quick and clever. They gain a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This racial trait replaces skilled.
Heart of the Streets: Humans from bustling cities are skilled with crowds. They gain a +1 racial bonus on Reflex saves and a +1 dodge bonus to Armor Class when adjacent to at least two other allies. Crowds do not count as difficult terrain for them. This racial trait replaces skilled.
Heroic: Some humans are born heroes. In campaigns that use the optional hero point system (Advanced Player’s Guide 322–325), each time these humans gain a level, they gain 2 hero points instead of 1. If they take the Blood of Heroes feat, they gain 3 hero points each level instead of 2. This racial trait replaces the bonus feat trait.
Mixed Heritage: Often human civilization is defined by more than one characteristic. A human with this trait may select a second “Heart of the” racial trait. This replaces the bonus feat racial trait.
Silver Tongued: Humans are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.
The dwarves are thought to be an offshoot of humans, but they have features that distinguish them from the humans. Brought here from another world by mysterious means, the dwarves are natural miners and smiths, and they control most of the precious metals found naturally across the lands in which they reside. They are natural miners, and powerful dwarven families mint coinage and operate banks, issue letters of credit, hold loans, and collect debts. The dwarves hold considerable economic power throughout the Cassandrian Empire. Also, they carry an air of fear with them, since they are ruthless in collecting unpaid debts.
Dwarf Lands: The dwarves hold kingdoms beyond the Hellenes’ reach. Within the Empire, they have enclaves across certain mountains, speaking Hellenic and their own language. Some dwarves are Hellenized thoroughly, but others aren’t. Those that hold true to dwarven culture call the Hellenized dwarves fops and effeminate drunks who are drunk on Hellenic wine and mead. They think that the Hellenes destroyed Dwarf culture from their point of view, and feel that they are justified as some Dwarves tried to reclaim what was theirs when they marched on Pheonicia with the Elvish Barbarians. However, Hellenic Science is changing Dwarven Culture the dwarves are learning the Hellenic Way of engineering. The Dwarves in Phoenicia and other lands around the Cassandrian Empire stand on the precipice as a new race of Dwarves is being forged – one that is enamored with Hellenic Science and Engineering. Most dwarves in the Cassandrian Empire resemble Asiatic humans, but Hellenic interbreeding is slowly changing the race’s facial features from Asiatic to Caucasoid.
Dwarf Racial Traits::
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies.
Minesight: Dwarves with this racial trait increase the range of their darkvision to 90 feet; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor. This racial trait replaces darkvision.
Mountaineer: Mountain dwarves are skilled at climbing and navigating narrow ledges. Dwarves with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces. This racial trait replaces stability.
Stonesinger: Some dwarves’ affinity for the earth grants them greater powers. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and revelations of the oracle’s stone mystery. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability. This racial trait replaces stonecunning.
Stubborn: Dwarves are renowned for their stubbornness. Dwarves with this racial trait receive a +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) schools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming it has a duration greater than 1 round). This second save is made at the same DC as the first. If the dwarf has a similar ability from another source (such as a rogue’s slippery mind), he can only use one of these abilities per round, but he can try the other on the second round if the first reroll ability fails. This racial trait replaces hardy.
Surface Survivalist: Some dwarves have dwelt so long aboveground they have lost their ability to see at night. However, their adaptation to extreme environments allows them to treat wind conditions (when determining whether or not they are checked or blown away) and either hot or cold climates (choose one) as one step less severe. This racial trait replaces dark vision.
The Elves come from another world that they call Arvandor. Arvandor is thought in Elven Culture to be the Promised Land. A land promised to all Elves as home. However, in this new world, the Elves have sought to either find or create an Arvandor. The Elves have mostly colonized certain places in the World, and successfully grew new forests for their homes. The Fair Elves, which was on a peninsula separate from Hellas, populated Arcadia, the first forest, and it’s Balkanized states.
However Arcadia grew in decline, and the elvish barbarians known as the Pelagasiri nearly totally destroyed Arcadia Proper, except for her colonies: Massalia, Olivina, and Myth’Lythar. The Pelagasiri conquered Arcadia and interbred with the Fair Elves creating the Arcadian Elves. In response to this defeat, the Elves of Olvinia, Myth’Lythar, and Massalia became their own separate peoples; each working hard to create their own Arvandor. While the Olvinian Elves turned to psionics, and the elves of Myth’Lythar turned to Arcane Magic; the elves of Massalia turned to Demons and Devils in revenge.
The Barbarian Elves known as the Pelagasiri are the followers of Pelagasus. They are barbaric in the extreme: seen as blood thirsty hunters that prefer the natural wilds. They are seen by other elves as descended and devolved of culture – having forgotten all civilization. They wear animal skins or homespun, and rely on horses. In the city, however, there are Arcadian Elves, Massalian Elves, and the Pelagasiri show up from time to time to marvel at Human Civilization – especially one built around psionics.
The Arcadian Elves are represented by the elves in the Pathfinder Roleplaying Game. The Massalian Elves are extremely different from the Arcadian Elves. Extremely comely and fair to look upon, the Massalian Elves in the Massalian enclave are also prejudiced against the Arcadian Elves. They live in peace with their Elvish brothers, but to be a Massalian Elf is to be an elf with the Eternal Grudge trait against other Arcadian Elves. They speak Massalian – their own tongue.
The Pelagasiri Elves are barbarians. They wear animal skins, and are said to hunt and eat beasts of prey (anyone who have seen Pelagasiri cuisine notice that they prefer wild boar meat over the gazelle, deer, or wild ox). Pelagasiri are seen as Barbarians to the civilized people that live in the city. They are also the latest in a long line of historical invaders in the city. Despite their uncouth appearance, the Pelagasiri Elves work wonders with wood that astound even the Arcadian elf. The Pelagasiri elves have the Woodcrafting and the fleet-footed racial traits. They speek Pelagasiri – a tongue related to Hellenic.
Olvinian Elves are Elves from the Psionic forests of Olvinia. They have heard that humans have built sister cities in the land – including Sybaris, Syracuse, and finally Phoenicia. So they come and they find places to settle. The Olvinian Elves built an Enclave in the Phoenician Quarter and from there they help the humans rebuild their city. Also extremely fair, the elves have a natural blue glow in their eyes. The Olvinian elves regard the Massalian Elves with great sadness for their consorting with demons.
Over time, the Olvinian Elves have turned to psionics and now nearly the whole race is Awakened. At the replacement of the Elven Magic trait, the Olvinian Elves gain the Awakened trait – which is the Psionic Talent feat for free. This allows them 2 power points at game’s start.
Creation myths believe that Halflings originate with elvenkind. They also come from Arvandor, but unlike the Elves, the Halflings aren’t looking for an Arvandor of their own. Instead, the little people find humans to be fascinating. However they split, the Halflings are pragmatic if not social active. They see this world as the humans’ world, and seek to live among them. Despite this, there are many Halfling clans that wander the wilderness and wild plains beyond Phoenicia. They do not call themselves Halflings, though. Their own name for themselves are the Thalides – meaning “people who blossom.”
Gnomes are also from the world of Arvandor and thought to originate with Elvenkind, but unlike the Halflings who sought to live among humans, the gnomes turned to the dwarves for inspiration. The rarest of all the races, the gnomes love magic, music, and invention. They dwell in isolated pockets within the Cassandrian Empire.
HALF-ELVES AND HALF-ORCS:
Orcs originate from a world that they have forgotten the name of. And the elves originate from Arvandor. Because of their origins, they are alien. However, their DNA is also compatible with human DNA, allowing for racial mixes that are the Half-Elves and the Half-Orcs. Half-elves with an Olvinian Elf as a parent, however, gain the Awakened trait for free, which is the psionic talent feat for free at the cost of the Multi-talented trait. As for Half-orcs, they are seen as monstrosities and are regarded with prejudice and disdain because they are believed to be the product of rape.
The Nagaji originates from the land of Aryavarta. They are a race of ophidian humanoids that have the skin of true nagas. Like serpents, they have forked tongues and lidless eyes. Otherwise, their physical forms are humanoid. This raises speculation about their origins, the truth is that the Nagaji are the product of Naga experimentation on their human followers in the lands of Aryavarta and Khmeria. They are truly a blend of human and serpent, having the capacity to feel compassion. The Nagaji do inspire awe and fear among other humanoids, but they were given space for an Enclave in the Vedic Quarter.
Nagaji Architecture does resemble ancient Indian Architecture, as their enclave has the most wonderous architecture. Their temple has many spires that reach into heaven, and often have a serpent’s head carved into them along side a human head.
Nagaji’s colorings and markings range from the scale patterns of a reticulated python, to those of an Indian Cobra, to those of a coral snake and rattlesnake. The Nagaji enjoy the clothing styles of the Vedics, although it is not strange to see one in the nude worshipping in the Jain religion. A number of the Nagaji are Awakened and gain the Awakened trait – that is the psionic talent feat for free at character creation – at the cost of their Serpent’s Sense trait.
+2 Strength, +2 Charisma, –2 Intelligence: Nagaji are strong and have forceful personalities, but tend to ignore logic and mock scholastic pursuits.
The Lemurians are a blend of humans with an alien spirit. They are also fair to look upon, but have a mix of Asiatic and Caucasian features. The blend of Asiatic and Caucasian features allow for a striking beauty that is enhanced to almost otherworldly.
The alien spirits that they are blended with, as it turns out, are pretty alien in the fact that they are said to come from the World of Dreams. The spirits that have done the blending are working hard to achieve goodness and all that is right in the world, so evil Lemurians – although rare – are typically psychologically unbalanced and manifest this as being manic and highly emotional. Despite this, the race also has some strange traits. They all have a tradition of intense meditation, members of the race are either extroverted or introverted. Some are extremely focused, while others approach life from a hedonist perspective. Secondly, they tend to live in strange family groups dedicated to one sex, but heterosexual pairings are far more common than people think. In the end, the Lemurians seem to be a race of extremes. Also, the race is extremely awakened.
Medium: The Lemurians are a medium sized race, and have no special bonuses or penalties due to size. (0 RP)
Humanoid: the Lemurians are humans blended with an alien spirit. (0 RP)
Flexible Bonus Feat: The Lemurians’ human heritage allows them to have one extra feat at first level.
Silver Tongued: Lemurians gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two. (3 RP)
Skill Bonus: Lemurians receive a +2 skill bonus on Disguise checks made to impersonate a human being. The Lemurians have a close resemblance to humans. (1 RP)
Naturally Psionic: Lemurians gain 1 extra power point per character level, regardless of whether or not they choose a psionic class. (3 RP)
Psi-Like Abilities: Mindlink (1/day). Lemurians have the ability to create a telepathic link that is like the psionic power manifested by a wilder of 1/2 the Lemurian’s hit dice (minimum 1st level).
If you are not using Psionics Unleashed in your game, use the following Spell as a spell-like ability:
You forge a telepathic bond with your target. You can communicate telepathically through the bond even if you do not share a common language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).
An Empowered version of Mindlink can create a telepathic bond with a creature that is not willing (Will save negates). For every level above one, a non-metamagicked Mindlink can affect an additional target. An Extended Mindlink can create a mindlink with a monster such as a dragon. A Maximized version of Mindlink can create a mindlink with the maximum number of people. The spell can forge a telepathic link with up to 12 people.
RP Cost: 1 RP for the psionic version, 2 RP for the magical version.
Languages: Lemurians begin play speaking Common (Hellenic) and Lemurian. Lemurians with high intelligence scores can choose from the following: Any human tongue, Celestial, Draconic, Elven, Giant, Infernal, and Sylvan. (1 RP)
Total: (10 RP for psionic version, and 11 RP for magical version).
The Proteans are the result of Dopplegangers mixing with humans, and are now a race that breed true. Known as the Mujina in the Uttermost East, they are known as the Massai or the Proteans among the peoples of the Cassandrian Empire. Perhaps the name Massai is an Achaemeniad bastardization of the name mujina. The race is devoid of any color and has eyes that lack pupils. However, they have the unnerving ability to alter their appearance.
For most of their history, they lived in humanoid settlements, and often mistrusted and faced prejudice. The race has been scattered and dispersed among the world, and because of this they have no cultural identity to the race. Because of this, they have developed a myriad of ways to cope, which is expressed by three different philosophies of dealing with the world. Some seek to pass as the race they are living with, some embrace their ability to shapechange, and others seek to be as they are.
Protean Racial Traits (total 9 RP):[/spoiler:
Humanoid (Shapechanger): the Proteans are humanoids with the Shapechanger subtype. (0 RP)
Medium: The Proteans are medium creatures. (0 RP)
Stubborn: Proteans have slippery minds, and thus proteans gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. (2 RP)
Silver-tongued: Proteans gain a +2 bonus to Diplomacy and Bluff checks. This is because Proteans are inherently skilled in deception but they lack the ability to detect thoughts like dopplegangers. (3 RP)
Natural Linguist: Proteans start with Common (Hellenic) plus Proteans with high intelligence scores may learn any languages they wish except for the secret languages like Druidic. (1 RP)
Minor Change Shape (Su): Proteans have the following supernatural ability: a protean can assume the appearance of a single form of a single humanoid race of its size. The form is static and cannot be changed each time it takes this form. The creature gains a +10 racial bonus on Disguise checks made to appear as the member of the race whose appearance it assumes. Changing its shape is a standard action. This trait otherwise functions as alter self, save that the creature does not adjust its ability scores. (3 RP)
The Elan are the result of a bizarre ritual that changes a human or a humanoid into a being that is sustained by Psychic Energy. The ritual is nearly identical to the one that transformed Chandragupta into a psionic lich – nearly because the subject of the transformation does not become Undead. Instead, he becomes a living abberation – able to sustain his life through his own psionic will. The transformation grants power over life and gives the Elan a sort of Immortality.
Elans are transformed according to a council that considers each applicant to be transformed. The transformation is complete, and much of the old life is erased, giving the newly transformed Elan a new life. Like the Proteans, an élan does not have a culture to call it’s own and the race’s leaders are mostly secret. Elan racial traits and a description of the race are found in Psionics Unleashed or the upcoming Ultimate Psionics book from Dreamscarred Press.
Maenads are the result of a terrific crystalline explosion two thousand years ago, when Phoenicia was first settled. Created when humans caused an antediluvian giant crystal to explode to destroy an ancient Lich, the lich known as Xaroth. Xaroth and those immediately around him were utterly vaporized. The humans that survived the blast were given a boon and a curse. First of all, the crystal was psionic, and second of all it had the power to amplify or react synergistically with human emotion.
When the crystal blew up, it blew up with the energy of a nuclear Intercontinental Ballistic Missile, and the result produced uncountable tiny crystals as fallout. The fallout was dispersed for four hundred miles, and those affected by it had tiny crystals fall into their food. The crystals were poison, and the first generation of humans either died or got sick. However, the next generation developed immunity to the crystal’s fallout and their physiology was changed so that the next generation produced crystals in their skin with the same properties of the crystal that blew up. So, they became a new race, called the Maenads.
A Maenad looks like he is of Indo-European descent and has a slight look of an Ashkenazi Jew, except for the minute crystals that are in his skin. Their hair coloring ranges from cornhusk blonde (rare), to red (also rare), to brown and black (common). There are few with blue and truly green eyes, but many with hazel and brown eyes. Maenads have their own cuisine. Maenads are boilerplates of emotion, so they often keep their emotions in check by meditating. Maenad racial traits are found in Psionics Unleashed or the upcoming Ultimate Psionics from Dreamscarred Press.
The holy blooded planetouched are rare but somewhat more common in Phoenicia than elsewhere, mainly because of the presence of angelic lifeforms that visit the city from time to time. Aasimars when recognized are often viewed with awe and respect. Most aasimars aid this reaction by furthering their kind’s reputation for selflessness and heroism. Virtually all the aasimars are good-aligned.
The dark elves, or drow as they call themselves, are beholden to an evil goddess. The drow are a dark race of elves that live deep underground in order to revel in their wickedness and to rebel against any good thing they see. These drow have become the bane of all elvenkind after they came here from Arvandor. The other elves only speak of them in tones of sorrow and disgrace.
Dark elves are carefully taught after they are born the ways of Evil. They are carefully taught that evil is good and good is evil. Although it is certain for them that they can overcome their evil, most drow never do. Dark elf society is full of the most sickening aberrations in humanoid behavior. Homosexuality is openly encouraged in their society and is thought of as normal. Also bondage, sadism, and masochism are rampant. The matriarchal theocratic government is utterly corrupt and tyrannical and abortions are frequent and dedicated to some dark god of prosperity. Many dark elves are sane, but the frequencies of those with exotic personality traits are higher than in humans.
Dark elves hate the sun and all bright light. Open spaces make them uneasy, however they feel at home in the deep caves underneath the city. The drow are also notoriously violent in spite of their matriarchal government. These elves are sinister and crafty. They value guile and scoff at truth and honesty. They typically dress scantily, and they lack the spirit of modesty and decorum that is felt by the surface races. To be a drow is to be in trouble with the surface. A drow on the surface feels the most extreme prejudice based on race than most any other race and most drow are imprisoned because they are drow and not because they did anything. With the recent changes in government over the years, however, there are less drow witch-hunts in Phoenicia than anywhere else.
Orcs are from an alien planet, and a large swarm of them came into the world shortly after the Elves appeared from Arvandor and the Dwarves came from Midgaarth. The swarm, calling itself the Horde, was responsible for the destruction of many ancient civilizations. Right now, the orcs have found equilibrium in the Dragon Mountains, and quietly live there in a life of honor and integrity.
Like the drow, the Orcs are mistrusted. Unlike the drow, however, the orcs are often given the benefit of the doubt. Unfortunately, orcs have become the ancestral enemies of humans everywhere do to their raids into human territory. Many aberrant orc tribes have been extinguished after an orc raid into human territory, but there are times when tribes of humans have banded together with orcs on joint operations of Invasion – such as the series of invasions into the lands of Aryavarta.
Still, there are some tribes of orcs that try very hard to rise above their reputations among humans. They often work to treat humans with respect, despite the mutual hatred between the two races. The two tribes that are prominent that live in Phoenicia’s territory are the Winter Wolf tribe and the Red Raptor tribe; both chieftains of these orc tribes seek to live lives of honor and give honor to their ancestors and the spirits of their tribes – the wolf and the dinosaur dienonychus. They do not raid into Phoenician territory and often raid the Pelegasiri Elves and other human settlements that have done them dishonorably.
The Teiflings are found in Phoenicia, and they often live in the seedier places of the city such as the Docks and poorer sections of the city. They have demonic or devilish blood running through their veins because they are the result of demonic byblows. Some idiot in their ancestry made a pact with an evil demon or devil, and sex was the result of this pact. Sometimes the tryst results in pregnancy, and a half-fiend is born. Through the half-fiend comes the tieflings. Most tieflings in Phoenicia retain their ancestors’ evil outlooks, and a great many tend to be chaotic. In a city where people strive to attain their ultimate potential, teiflings may seem to be outsiders in that endeavor.
You forge a telepathic bond with your target. You can communicate telepathically through the bond even if you do not share a common language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).
An Empowered version of Mindlink can create a telepathic bond with a creature that is not willing (Will save negates). For every level above one, a non-metamagicked Mindlink can affect an additional target. An Extended Mindlink can create a mindlink with a monster such as a dragon. A Maximized version of Mindlink can create a mindlink with the maximum number of people. The spell can forge a telepathic link with up to 12 people.
I figured that it should not be more or less powerful than the Detect Thoughts spell. What do you guys think?