A wiki is up for those who want to investigate, edit, and help:
It's divided into five major sections:
* Characters and Races
I'm working on the races first. The following have been added: Humans, Dwarves, Worgen; Orcs, Trolls, and Blood Elves. Those wishing to help can fill out races, classes, skills, spells and magic, and help detail which areas of Azeroth are Mythic and which are Heroic (I suggest that Pandaria is heroic); and that Outland and Draenor are Mythic. You can do this to your hearts' content. And also, keep in mind that this is a conversion. Any OGC from the WoW RPG line and Pathfinder line should be deliniated on each page in a OGL Section 15 Copyright Notice section. :)
Those that want to help keep in mind:
Until the incompatibility is solved to everyone's satisfaction, it's best to have the optional base classes stay optional.
I've been wanting to play WoW again. So, I thought about an Azeroth during Cataclysm that is without Cataclysm -- the Greymane Wall breaks by some other means other than the Cataclysm, and the goblins of the Bilgewater Cartel joins the Horde for the same reasons.
I've got most of the WoW RPG books, including the WOW RPG.
This is only an interest check. I was thinking of an Alliance Campaign, actually. So the following races are open to you:
Classes available (PF with (WoW) equivalent in Parenthesis)
If anyone wants to play Horde, I could do an Argent Crusade campaign. :)
but I want to see if anyone would be interested. It can take a lot of work, though.
Okay, I melded WoW style Alchemy with Pathfinder Alchemy just today, in fact. The party can stand to have another member.
2. All the information you need for character creation is on my wiki: Phaeselis Wiki.
3. You can bring your concerns about the alchemy rules so we can find out the best way to meld them together. Either on the wiki (please?) or here.
CHAPTER ONE: 3 DAYS TO KILL!
It's like a day like any other in the City of Phaselis. The water of the waterfall spills over the enscarpment with Zeus and Buddha carved on either side of the main waterfall. The day is wonderful and it's the start of the Festival of Plenty. Planned by the Cult of Demeter every year, the Festival of Plenty is quite the festival to celebrate the Queen of Heaven. Worshippers of the Creator despise this and are thankful that it takes place in the area known as Deeptown, the area around the Docks, from the Massalian Enclave to the Olivaen Enclave.
The week leading up to it is a celebration unto itself. People set up booths to show off their livestock and to sell wine, mead, and ale. They also sell bakery goods, like savory mincemeat pies, baklava, ham -- both baked and baked candied. While the worshippers of the Creator look forward to a passover with lamb's meat and unleavened bread; the worshippers of Demeter have the Harvest Festival in the Festival of Plenty.
It is in this atmosphere that you find yourselves in. Everything is building up to three days of merriment and song, a festival that celebrates the Harvest.
The spells in "More Magic and Mayhem" from White Wolf is much more balanced than the spells in say, Relics and Rituals. That doesn't mean that your DM would allow it (I'd allow it) in their games, though. But this conversion exercise is aimed at the more open minded.
More Magic and Mayhem is a third party, d20 World of Warcraft product.
0 - Sense Demons
1st level -- Corruption
2nd level -- Curse of Recklessness
In a far away land, a long time ago, there was a city.
The city looked like it was an ordinary city. People came and go, people came and did commerce. Goods were exchanged for money. Money was exchanged for goods. The people looked ordinary enough. Although some did go naked, others did not, and it was a place where people from the East could meet people from the West.
Yeah it's ordinary. Maybe.
People who knew where to look will find a blue dragon perched on a stall rocky spire outside the city, seemingly watching over it. Look up into the clouds, and you see a twisting sky dragon in the storm clouds. So far.
The City is quadrasected by a river, a waterfall, and a long escarpment from which the water fall falls over in four different falls. The river's lowest basin is deeper than expected as sea going ships can sail up the river and dock. They then can reduce their load and sell on the docks on either side, and sail down the river. So far, pretty ordinary. It has some unique features, although the presence of the two different dragons is unnerving.
The Quadrants are divided racially. The Northeast is devoted to a culture that is based on the Persians/Iranians (Aryans?). And there is a small town dedicated to a race of people that is like the Chinese (Qin'ae). It is also the terminus of the Silk Road. Western goods are exchanged for silk and other goods from the fabled Middle Kingdom.
On the Southeast Quadrant, all the people that live here are like the Indian people of East India. Called the Aryavartans, they come from the land of Aryavarta (an ancient name for India). Dark skinned, they speak Vedic and they came to escape a series of invasions. Hidden amongst the walls are an enclave of Nagaji.
On the Southwest Quadrant live the people that the Hellenes call the Phoenicians. They are monotheists worshiping a jealous god, although some say they worship the Creator. They have a elven enclave called the Olivaen Elves (original creation). They also have the cemetery, called the Necropolis. So far, so normal.
On the Northwest Quadrant are the Hellenes, or the Greeks. From here, Greek culture is enjoyed with a gymnasium, a theatre, and temples to several gods. There is even a Massalian elf enclave here (inspired by the Blood Elves of WoW). Yep a normal city.
Phaeselis was founded fifty years ago for the sole purpose of being a homeland for Psions. In a world where telepaths (mindbenders) are persecuted, in a world where telekinetic adventurers are kicked out of their adventuring parties "for going nova!" and persecuted. And in a world where shapers are persecuted for being like gods; they all come to Phaeselis for acceptance among their own kind. For this city is a city and a haven for those who practice and use psionic powers.
I checking out for any interest in a high psionics campaign. You'll be psionics characters or not, it doesn't matter to me. Just that you will be facing psionic monsters and foes (like puppetmasters!).
http://phaeselis.wikia.com/wiki/Phaeselis_Wiki -- all the information you need is on this wiki. There is 68 pages, which is enough to for you to say -- "yes, I'm interested." or "no, I'm not."
This discussion is a bit more ingame involved than others. Here, you guys can discuss domain turns, forge alliances, break them, conspire against the DM's realms and even conspire against each other.
Things to be discussed that are blatantly out of game have to be framed with ooc tags. Some metagaming is allowed in this forum, but do not go against a DM's final ruling.
Metagaming will not be tolerated on the game play forums.
My premiere campaign setting turned into a wiki for anyone to edit.
Phoenicia: the City of Psionics has become Phaeselis.
"Phaeselis: the City of Psionics is inspired by the Ptolus: City by the Spire campaign. It's a pathfinder campaign that is built around a city of Psionicists set in land that is not unlike Hellenistic Asia.
"Long ago, psychically gifted people were persecuted because they had the ability to project their thoughts, read minds, see into the past and into the future, and create things seemingly out of nothing. Persecuted more than witches because no one understood them, these people had to hide during the time of the Great Empires. Then came the great Hellenistic Expansion. Led by a magnificient and beneficient Military Genius called Alexander, the Hellenes conquered the Achmeniads and created an Empire that spanned incredibly far. Alexander, learning of the plight of these gifted children and adults, founded a city just for them.
"He called it Phaeselis, the City of the Gifted. To everyone else in the World it became known as Phaeselis, the City of Psionics, the City of the Cursed, or the City of the Damned. Many armies led by Evil men tried to destroy it. Once by an army composed of Magi. In the final confrontation of that battle, the entire population of the City utterly destroyed the army and took the survivors into slavery. And then no one dared to come up against Phaeselis again."
Phaeselis is a campaign built for one reason, and one reason only. To be a City based campaign to be dropped into your campaigns at will and to explore when you are ready to. Inspired by Ptolus: City of the Spire, Phaeselis: City of Psionics is a place dominated by Psionics. A place where the psychically gifted can live in peace, and those with the talent and the will can find adventure.
Come to Phaeselis, the City of Psionics.
"This royal throne of kings, this sceptered isle, This earth of majesty, this seat of Mars, This other Eden, demi-paradise, This fortress built by Nature for herself Against infection and the hand of war, This happy breed of men, this little world, This precious stone set in the silver sea, Which serves it in the office of a wall Or as a moat defensive to a house, Against the envy of less happier lands,--This blessed plot, this earth, this realm, this England.”
― William Shakespeare, Richard II
BIRTHRIGHT: Ruins of Empire
The winds were dark and foreboding. For years, Thane Brian Artice of Talinie had sat on the Oak Seat. He did not like it, nor did he like anything that was happening. He did his best to rule his realm from the Oak Seat ever since he wrested power from Thane Thuriene Donalls. Had he not reduced taxes, given the people one day in seven to rest according to the rules of Haelyn, and promoted peace?
Had he not, even once, held executions of criminals and traitors to his realm? He did his best to make the realm his, but now this Elton Donalls, one of the royal line, wishes to oust him. The Dog! How dare he spread sedition and rebellion against his rule among the people!
Elton Donalls, also called Elton the White, sat on his steed. All was complete except his command. The complex weaving of the magic of the land should work to bring everything together. Elton waited as the troops of Talinie's command gathered at one province, while those loyal to him gathered with him at another. When the formations were complete, it was time. Elton cracked a smile and completed the ritual:
"May meteors rain down from heaven, and smite you all!"
From the sky, great fireballs of rock came down and struck the troops loyal to the Usurper, Brian Artice. Some of them exploded, causing panic among the troops, but others hit the ground killing many. It seemed that the ranks of the Artice army was being struck down by raining fireballs! Elton Donalls smiled. Despite his grave inexperience (LEVEL 1 Wizard) he managed to cast a spell that was more powerful than Wish! A spell that relied on the power of the land that pulses through the land and pools at certain places. That spell was a realm spell. And it was a spell only wizard kings could cast.
Six different tribes of man: the Andus, the Vos, the Brechts, the Rjuven, and the Masetians fled from the evil Azrai in their own lands and settled in Cerilia, while the Dark Skinned West African like people called the Basarji came from Djaper. Welcomed by the elves, they made permanent settlements in Cerilia. They helped the elves push back the tribes of goblins and orogs and put the Cerilian ground to the plow. At first the elves tollerated this, but as it continued, the Elves grew to hate what Man was doing to the land and started to hunt Man down.
However, not long after the Hunt of the Elves, the evil God Azrai followed Man to Cerilia and sought to bring all under the domination of the God of Pride. To fight for their lives and their freedom, the Tribes of Man gathered together to fight the Shadow. The Rjuven and Masetians were on ships led by Erik and Nesirie -- Champions of Reynir and Masela, respectively (gods of the Earth and Sea, respectively); while Avani, Haelyn, Sera, and Ruornil led the Land armies -- Champions of Basaia, Andurias, Brenna, and Vorynn -- respectively (they were the gods and goddesses of the Sun, Rulership, Trade, and Magic -- respectively). Along with their ally, Hrothgar Moradinsson of the Dwarves, the Champion of Moradin.
On the Side of Azrai where the elves, the goblins, the orogs, and the Beastmen, and most of the Vos -- the last led by Belinik and Kreisha. And his greatest Champion -- Raesene the Black Prince -- was among the armies of the Andu.
The final battle culminated in the style of the 300 Spartans at Mount Diesmaar. The elves finally understood who Azrai really was, and joined on the side of Men for Freedom. But the Black Prince betrayed them, and the final battle took place between brothers. Sick of their brother's evil, the Gods came down leaving their Ally Moradin behind and fought Azrai.
And everything exploded. In the aftermath, the Champions of the Gods were no longer found on the field of Battle. Except Raesene. The battle concluded in a bloodbath of bloodletting as all armies scrambled back to Aduria and back to Cerilia as Mount Deismaar sank into the sea.
Soon after the Battle (five years to ten years), Roele, the last of the brothers of the First House of the Andu, had a vision of Haelyn. Haelyn had told him to forge an Empire, and Haelyn battled to unite all of Man under one kingdom. Roele founded the Empire like Alexander the Great founded his empire. Stretching across Anuire, Roele founded an empire that lasted quite a long time -- although he died campaigning in Vosgaard.
Hundreds of years later, Michael Roele, the last of his line; went up against the Gorgon, a.k.a. Raesene the Black Prince. A foolish move, to be sure, as Raesene -- his kinsman -- slew him. Michael Roele channeled his Birthright into the Land, denying the Gorgon control of all of Anuire. Frustrated, the GORGON cried as his brother's bloodline went into the land of Anuire and control of the Empire wrested from his control.
Ruins of Empire
Or will it be you!?
Understanding the Setting
I read the advertisement on the then Monster Manual in 1995, players are kings? Seriously? I think I'm in love. I pick up Warlock of the Stormcrowns later, and finally I got an inkling on how BIRTHRIGHT is set up. I picked up the Campaign Setting and the adventure Sword and Crown later. Then I picked up as many accessories as I can get my hands on.
I never had been able to run a campaign for Birthright. The only person I wanted to play in my campaigns was my cousin -- and he's pretty opinionated (his attitude towards 3rd party publishers -- we should all die economically and Paizo should publish all things PATHFINDER. He's dead serious about that). I really wanted to impress him and I still do. It was ironic then that he had good things to say about Paizo's Ultimate Campaign.
--- "I'm running KINGMAKER, and my players all love Ultimate Campaign."
I smirked, withholding a laugh. Sorry, cuz, but I've got one over on you. I'm running Ultimate Campaign but I'm running BIRTHRIGHT.
"When you talk about Birthright, there are four names you need to know.
"Rich Baker and Colin McComb were the architects of the main setting and rules, while Ed Stark and Carrie Bebris fleshed out much of the rest of the world of Birthright.
"The talent of this group is remarkable—consider that these folks created 3rd Edition Dungeons and Dragons, built the Forgotten Realms we know today, developed the best iteration of the Planescape setting, and helped craft amazing games like Planescape: Torment and Fallout 2—and that’s just a highlight reel.
"It should also be mentioned that the art of Tony Szczudlo really brought the setting to life; he brings a stark and grim style that still feels epic and fantastic and encompasses everything Birthright was about in his paintings."
"Birthright is a fantasy setting that has a distinct feel from other “D&D-like” realms. I enjoy Baker’s quote about Birthright from a Dragon Magazine article (and referenced in his Wikipedia Page): 'I'm very proud of it. It represents an entirely new approach to the traditional fantasy roleplaying campaign, and the world itself is filled with a strong sense of history.'
The Campaign takes place in Anuire. Yes, I love all the other places in Cerilia too: including Vosgaard. But Anuire is the one place that you, the players, would be most familiar with. From Ross Watson, again:
"Anuire forms the ruins of a shattered empire. Once, the rulers of Anuire straddled most of Cerilia, having conquered vast portions of the continent over generations of war. However, the last emperor perished roughly 550 years prior to the current campaign date, plunging the empire into disarray and civil war. In the current time, Anuire is a fractured realm, with many smaller kingdoms struggling for dominance. There are a handful of contenders for the Iron Throne of the Emperor, but there is plenty of room for a resourceful and strong player character to unite Anuire beneath his banner. Anuire has a strong historical and cultural link to Britain, and there are many parallels that one can draw between struggles in Anuire to the War of the Roses and other civil conflicts in Britain’s history.
"This is not limited just to the main region of Anuire. Much of Birthright’s setting is based on real-world historical cultures and conflicts. The region of Brechtur, for example, is modeled upon the Hanseatic League.
What Ross expresses is what I like about Anuire so I'll use his words: "While it’s fair to say that I really like all of the Birthright regions (I have a special fondness for the Khinasi Cities of the Sun and the Brechtur Havens of the Great Bay), Anuire is my favorite. I love that you can find nearly every example of Birthright’s touchstones in Anuire, from dangerous Awnsheghlien like the Gorgon and the Spider to mysterious elven realms like the Sielwode. Powerful wizards like the Sword Mage can be found there, as well as lawless regions crying out for a hero to forge them into a realm—such as the Five Peaks. The goblin kingdom of Thurazor, the wonders of the Imperial City, unexplored islands lying temptingly close to familiar shores, ancient ruined keeps and deep-delving dwarves—Anuire has it all.
The region of Anuire is also chock-full of interesting personalities and NPC’s. The Gorgon is the most powerful awnsheghlien on the continent and constantly schemes to claim the Iron Throne. Rhoubhe Manslayer represents the resentment and hatred of the Elves towards the tribes of humanity who drove them out of their forests. The Mhor of Mhoried holds the unwelcome position of the realm most likely to suffer the Gorgon’s wrath; he must be ever-vigilant to raise his defenses against an inhuman and implacable foe. The Archduke of Boeruine schemes to position himself as the pre-eminent candidate for a restored Empire. The wizard known as the Eyeless One conducts mysterious experiments among the lawless mountains of the Five Peaks.
You can practically /taste/ the epic. If you’re like me, you’re probably hearing the Skyrim (or the Game of Thrones) theme in your head right now."
Yep, for me, I saw everything I admired in Shakespeare when that boxed set was delivered to my home. Henry V and The Tempest ran through my mind. Yes, you can taste the Epic. If you can hear the theme to Skyrim or the theme to the Game of Thrones right now, RIGHT NOW, this campaign is definitely for you.
Okay, it's true, Birthright has a lot of things going for it that is hard, absolutely hard for you -- the newbie to low level Epic Political Roleplaying -- to take in right now. Domain rules, Bloodlines, being a King, building kingdoms, making war, casting spells of great and terrible power, and going HIGHLANDER and all when you kill another Scion that has a bloodline is dizzying. I know, I'VE BEEN THERE, every one of us that enjoys this setting has been there.
Fortunately, the interest check I did drummed up a lot of people who can help you, including Ross Watson (who probably posts on these boards), navigate through what is hard to accept.
THE PURPOSE OF THIS CAMPAIGN
Is to play and put the PATHFINDER Ultimate Campaign rules through the wringer, even though they are already been put to paper, in a campaign that is ultimately DESIGNED for them. BIRTHRIGHT. We are going to stretch them, break them, chop them up, scrunch them, and see how they hold up in a real man's (or real woman's) campaign about Regency.
You will all take a throne. Seriously. I'm serious. The KINGMAKER scenario already has happened, and you have a throne. And you are going to rule it. At level 2.
Still here? Good. I'll put up the Character creation guidelines and a few write ups on some realms. The other Birthright veterans are here to help answer any questions you may have.
Creating your characters:
1. Review the available domains within Elinie, Endier, Roesone, Ilien, Medoere, Arwenwe. You always earn full regency points for provinces. Depending on your class, you can earn more regency points for law, temple, guild or source holdings. Your first feat allows you to earn half regency for one type of holding. A second feat allows you to earn full regency for the same holding or half for a second type of holding. Decide the class of your character.
2. You may pick any Birthright race: Human, Dwarf, Elf, Half-elf, and Halfling. Humans have five sub-races: Anuireans, Brechts, Khinasi, Rjuriks, and the Vos.
3. If you do not select a published domain as is, you must use the domain building rules, which will always make a small domain about the size of Ilien. Select which domain you want to play or modify. Submit your character concept (race & class) and domain selection to the GM Elton for approval.
4. Roll your Bloodline strength and score using the rules in this post on the Recruitment thread. If you want to keep your bloodline rolls, use a point buy of 25 points.
5. If you don’t like your bloodline rolls, point buy SEVEN stats with 30 points. The stats are: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma, and Blood score (if playing a scion). Double your blood score and this will be your Bloodline score.
6. Choose two traits. Equivalents from Humans of Golarion: Anuireans are equal to Taldans; Brechts have no equals but traits revolve around Trade; Khinasi are equal to the Keleshites; the Rjuriks are equal to the Ulfens; and the Vos are equal to the Varisians. Elves use Elves of Golarion to determine their traits; and almost so on (Halflings use the APG and ARG).
7. As a bonus, regents get a bloodline feat. On the Recruitment thread, roll for the number of bloodline powers.
8. Regents must spend their 1st-level feat on the Regency of Holding in order to collect Regency from one type of holding in addition to provinces. The type of holding depends on your character class. This is to prevent rampant multi-classing.
9. Human regents may select the Leadership feat at level 1 as their bonus feat. The PrC Scion (found on Birthright.net) and can raise your score. Leadership feat has also been modified.
10. Regents get bodyguards. On the Recruitment thread, roll for the number of bodyguards and their type. Martial and hybrid martial characters get 4d6+10 for the number and roll bodyguard type on Table 4 (d100, Rulebook pg 10). Otherwise, roll 2d6+5 for the number and type on Table 5 (d100, Rulebook pg 11).
11. Spell-casting regents receive 1d3 Realm Spells; roll on the recruitment thread. From then on, your realm spells have to be researched using the Research domain action.
12. There are four new skills: Administrate, Knowledge (law), Lead, and Warcraft. There are also a couple new uses for existing skills. Check with GM if it is a class skill for you.
13. There is no Common language. You start with your racial language. Additional languages are here.
14. Equipment: regents receive 20 times the standard starting wealth for personal funds. Roll on the recruitment thread. Equipment is culturally based, though. On page 17 through 19 gives you the proper equipment list. As for items, Anuireans, Brechts, Khinasi, the Elves, and the Dwarves are the equivalent of Renaissance culture. As for the Rjurik and Orogs -- they represent Middle Ages culture. Finally the Vos, the goblins, and the beastmen (Gnolls) are considered to be in the Dark Ages.
15. Background. Please integrate your character’s background into the published history of their domain.
To summarize all of your rolls, after you receive character and domain approval from GM:
--------- Available Domains in Anuire ------
ROESONE: the Barony of Roesone was carved from Diemed over 80 years ago. And it has been struggling to maintain it's claims of independence from Diemed and Ghore. Even today, Roesone's future remains uncertain; it has the potential to grow in power and influence, but it could just as easily fall to the ambitions of Ghoere.
The lands here, sparsely settled when Daen Roesone brought them under his banner, have attracted new settlers to rediscover its beauty. Drawn by the offer of rich farmlands, these settlers come from all over Anuire, uprooted by wars and troubles. They have come to Roesone to build new lives, and therefore, they tend to stick together and do not stand bullying from newcomers; one family's problems often end thanks to the efforts of friends. The folks of Roesone also share an interest in exploration - many famous adventurers once called this land home.
Roesone is a good kingdom because: It's the prototypical Fighter kingdom. It's also a moderately sized domain with 7 provinces. As ruler you have:
* your people worship Haelyn -- the God of Rulership; and Ruornil, the God of Magic.
* You have 3 units of Anuirean Archers, 1 unit of Artillery, 1 unit of Anuirean Infantry, 1 unit of Armored Cavalry (Knights), and three units of Pikemen, Your navy is sad: The Baronial Navy of Roesone includes only two Caravels.
* You have two castle fortifications: The Black Tower in caeracas, and Castle Bellamie.
* Your Government is Medieval Feudalism.
ELINIE -- Geographically, Elinie, is a domain of the Heartlands, but culturally it shares more with the Eastern Marches. Resolute and indomitable, rough and tumble, and somewhat lawless, Elinie stands next to three hostile domains, including a puppet of the Gorgon. Nonetheless, Elinie prospers.
Elinie is the only realm in Anuire that is ruled by a line of Khinasi dukes -- the Daouta family. They are members of the Dark skinned, West African like people who are culturally like the Moors. What happened was that one of Avani's paladins was sent to kill the Anuirean Emperor during Khinasi's fight for Independence from the Anuirean Empire. She came to Elinie, and finding the Duke to be a poor and tyrannical ruler, she slew him and then sat on the throne after that.
Why do you want to choose Elinie: Elinie is one of two realms in Anuire being ruled by Paladins. In this case, a Paladin of Avani (the Goddess of the Sun and Reason). It is a moderately sized realm with 6 provinces.
* You have 15 gold bars in your treasury. And you get about 21 gold bars from taxes and other interests.
* your people worship Avanalae (Avani).
* The rulers are Khinasi.
* Your enemies include Goblins from Markazor; and humans from Ghoere and Osoerde.
* You have 3 units of Anuirean Archers, 1 unit of Artillery, 1 unit of Anuirean Infantry, 1 unit of Anuirean Armored Cavalry (Knights), and three units of Pikemen.
* Your capital has the only castle, Castle Ansien.
ENDIER: As one of the smallest domains in Anuire, Endier finds itself in something of a bind, wedged as it is between Avanil, Ghoere, Tuornen, Diemed, Alamie, and the Spiderfell. It cannot hope to compete with the farms of the larger realms around it, cannot raise an army to rival theirs, and cannot hope to defeat these powerful entities in any endeavour, except one - trade. The ruler of this realm, Guilder Kalien, has done his best to ensure that the words Endier and trade become synonymous. Since taking power, Kalien has transformed Endier from a cesspool of corruption into one of the greatest trade centres in Cerilia. Though his means are very dictatorial, Kalien is careful to maintain the people's loyalty with frequent celebrations of their newfound prosperity.
Like Ilien, Endier is dominated by a single city - the Free City of Endier. The city is a thriving metropolis located on the banks of the River Maesil, supported by foodstuffs imported from the countryside. It is from this city that Kalien runs his tangled web of intrigue, pulling on a string here and there to get the desired result.
Initially, Endier was part of the Spiderfell. Technically, Roele had rewarded the province to Diemed, but House Diem never braved the Spider to claim it. A little over 250 years ago, however, an intrepid scion named Richard Endier arrived with a group of settlers and tore the province away from the Spider while Diemed languished under an inept ruler. The county has managed to keep itself free of the Dieman yoke ever since.
Why Would you Want to play Endier: Endier is a trading Kingdom. The Prototypical kingdom ran by rogues. It's a kingdom built by trade rather than sources or law. Endier is one of three kingdoms in Anuire that consists of only one Province. Ilien and the Spiderfell is the other two.
* you get 43 GB in your treasury. You gain an income of 32 GB through taxes on trade, but you pay 3 GB in tribute to the Wizard regent Caine once a year.
* Your military forces consist of: 1 unit of light Cavalry, 2 units of Infantry, two units of Archers, 1 unit of Scouts, and a navy of six Caravels.
* Your people worship Saramie and Haelyn.
* You accumulate 36 Regency Points through control of trade routes and law holdings, one of which is in Medoere.
Or Alexandria the Furthest
Alexandria Eschate is a perfect city for your campaign where the West can touch the Far East. founded by Alexander, in the Real World the city has survived it's founding and is now the city of Khujand in Tajikistan. Alexander founded the city in the Fergana Valley to protect conquered lands from invaders, especially the conquered city of Cryopolis.
Alexandria Eschate exists as the furthest post of Western Civilization. Placing it into your campaign means that beyond is 400 miles of rough country until you get to your Campaign's equivalent of China. Here, the city survives and is so far out that it attracts adventurers, criminals, and the desperate. Despite this, the reason why the town has flourished that not only was it founded in a beautiful green valley in Central Asia, but it had many good rivers feeding it and the people who migrated there stayed there.
From the beginning of the Hellenistic Empire to the end of the Roman Empire, Alexander Eschate retained it's Hellenistic culture. In a Medieval-Renassiance setting like Gloarion, Alexander Eschate might still exist as a Hellenistic outpost. The last relic of an age gone by.
I don't know if this should belong in Homebrew, or Questions.
I want to make a new Subdomain called Spell.
Basically, I want to be able to grant a certain wizard/sorcerer spell that represents Arcanality (ha, new word!) but won't overpower the priest. This came up while converting Ruornil in the BRCS, and I wanted to steal a domain from the Forgotten Realms CS (3.0) called Spell, but I suddenly thought that a sub-domain of magic might work better.
Ruornil's priests in 2nd edition have the spell abilities of a magician 1/2 their level, making them really different indeed.
Can a replacing power be a metamagic feat? It's hard to pick one, but I think Empower Spell might work well.
The Kingmaker Adventure Path had your adventurers running ragged carving out a kingdom in the wilderness. you fought mysterious bandit lords, barbaric raiders as bad as any Hun band, and eventually carve out a kingdom.
An epic campaign, to be sure. But . . . Before Kingmaker there was. BIRTHRIGHT.
In BIRTHRIGHT, you didn't just carve out a kingdom; you are the King. and, "it's good to be the King."
This campaign is concepted to try out the KINGDOMS AND WAR rules in a campaign setting expressly designed for them. BIRTHRIGHT. Features:
* CREATE characters of royal bloodlines stemming from the Ancient Gods that died in Mount Deismaar: Andurias, Azrai, Basaia, Brenna, Masela, Reynir, and Vorynn.
* Be a fighter that commands great armies, a Priest that leads an entire Church, a rogue that controls Guilds and Trade Routes, or a mysterious Wizard that commands the might of the land itself!
* Choose from several different races: Elves, Dwarves, Halflings, Humans. And the Humans are split themselves into five different races: Anuireans (French and English), Brechts (Germans), Khinasi (Moors), Rjurik (Norsemen), and the Vos (Russians).
* Choose a kingdom. There are many to choose from in the land of Anuire, as the Ruins of Empire: Ilien, Talinie, Medoere, Roesone, Arenwe, Diemed, Elinie, and many others.
* Be a regent. And rule. But beware, there are enemies who are equally as powerful, as well as millennia-old abominations that will stop at nothing to steal your kingly power and to claim . . .
This is just an interest check. My cousin, who HATES all 3rd party Pathfinder material with violent passion just loved Ultimate Campaign. I almost laughed in his face and asked if he was willing to run BIRTHRIGHT. Almost.
Players who are interested are interested because it is time to visit Cerilia. And it's time to claim your birthrights and to play the Ultimate Campaign rules in the Campaign setting expressly designed for them -- the BIRTHRIGHT campaign setting.
You will need:
And we will go on from there.
Before the Kingmaker AP, there was the Birthright Campaign Setting (BRCS). The BRCS is probably T.S.R.'s crowning Achievement during the 90s in published campaign settings. Although the Realms was, and still is, the most popular Campaign Setting in the TSR lineup, Birthright was the crown in the jewel for many different reasons.
FIRST and probably the best reason. The campaign feels the most real out of any campaign setting you can really get from TSR at the time. This is simply because humans were divided into six different cultures in different eras of play, all of which are based on REAL Earth Cultures. Five of these are playable.
They included the Anuireans - which are based on the French during the 15th Century with a lot of Norman English influence; the Brechts, which were based on the Holy Roman Empire with a strong Hanseatic League and Venetian influence; the Khinasi, which is based on the Spanish Moors; the Rjurik which are based on the Vikings with a lot of Scottish influence (think of a more SERIOUS approach to the Viking town in "How to Train Your Dragon"); and the Vos, which are based on the Russians (Ivan the Terrible's Russians) but have a strong Hun and Mongol influence. A sixth race, called the Masetians, are based on both Persian and Egyptian cultures, but don't really get into play much as a player character race.
The Elves call themselves the Sidhelien, and are an elder race and that all are not to be trusted. They are based on the Sidhe from Celtic myth. Conversely, the Dwarves were returned to their Tolkien roots as a sovereign race. Infact, they are so Tolkien-dwarf like that the Dwarves from the Hobbit movie would not be out of place.
The halflings are different from any other Halfling race since they are from the Shadow World, a word of fey that is the mirror image of the planet that the continent Cerillia is set upon; where the Plane of Shadow is spilling into (I'll get to why in a moment.) Goblins and Orogs (powerful orcs) have existed in Cerillia along side the elves and dwarves for years.
SECOND, in order to teach Tolkien a lesson, Rich Baker wrote a novel named, oddly enough, KINGSLAYER. It had a strong Highlander vibe as a theme. You could kill a king and absorb his legacy, his right to rule, within yourself and take upon yourself his Right to Rule. This is a central feature in the campaign setting. The novel itself wasn't ever published, but used as a backbone for Birthright.
Therefore, commoner, noble, or king; you can slay a king and absorb his birthright into you via Highlander when an Immortal kills another Immortal. The reason for this is that in the past, the Old Gods destroyed themselves to destroy a God of evil and their "bloods" was asborbed into the populace. The stronger amount of blood you have, the stronger your Divine Right to Rule.
When a commoner kills a king and absorbs his birthright, there is a strong chance that he will sit on the throne and become the realm's new king. It's as simple as that.
THIRD, Based on how much blood you have, your blood grants you certain Spell-like abilities which are related to the Blood of the Gods. This idea was translated into Eberron as in the form of Feats and into the Dragonmarks. There are five different legacies: Tainted, Minor, Major, Great, and True. Four of these you start out with: Tainted, Minor, Major, and Great.
Despite this, you have to have some kind of blood legacy in order to sit on the throne of a given kingdom. So, by now, you know that Players can play commoners, nobles, or kings. Although most of the mechanics are devoted to Kingly play (this is because all of AD&D 2nd Edition at the time was devoted to commoner play). and only a called shot to the heart releases the bloodline.
FOURTH, Magic worked differently. Arcane Magic was divided into minor, major, and Realm Magic, and Divine magic is divided into regular and Realm magic. In order to be a powerful Sorcerer or Wizard, you need to be Blooded. This allows you to cast Arcane spells of levels 3-9. In order to cast Realm Spells -- which are EPIC spells in and of themselves -- you need to have blood to manipulate the Arcane Magic inherent in the land. Commoners can cast spells, but they learn the lesser magic and are relegated to being magicians -- which means that they can learn divination magic to level 9, but their knowledge in other schools are cut off and limited to level 2.
Arcane Realm spells are dependent on how pristine and wild your land is. too much development and you can't draw on the magic in the land. Thus, if you are a Wizardly or Sorcerous Regent or King, you have an interest in maintaining the wild magical places in the Kingdom in order to be effective against other Wizardly regents in the area.
If you are a cleric, priest, or oracle; you need to be Blooded in order to cast Realm Spells (and Quest Spells from 2nd Edition), and that is if you are the head of a Church (so naturally, there are many Churches in the land: each with their own dogma, doctrine, and interpretation of scripture).
FIFTH, there are four different kinds of Regents. Law regents hold the crown upon their heads. They typically gain Regency from the populace. Law regents are primarily associated with the WARRIOR class group in AD&D. Fighters, Rangers, and Paladins gain regency from ruling the populace. For them, there is an incentive to develop a province. However, any class can gain Regency as Law regents.
The second kind of Regent is the Temple regent. Temple regents are associated with the PRIEST class group in AD&D. Surprise, surprise. Clerics, druids, and finally Oracles can lead as pontiffs over a religion or church. Temple regents gain regency on their Temple ratings, and so they have an incentive to evangelize the faith. All races in the game are religious except the elves, by the way. Paladins also benefit from gaining regency from a temple.
The third kind of Regent is the Source regent. Source regents are associated with the WIZARD class group in AD&D. Source regents depend greatly on the inherent magic of the land, and are tied to the land by Blood or by virtue of being an elf (elf commoners are the exception to the rule that all commoners that wish to cast magic must do so as a magician). Source regents gain Regency by drawing on the magical places in the land. So they have an incentive not to develop a provinces population rating but to spread out their populations. Despite this, a Source regent can forge a ley line to pump magical potential to his center of power.
The last kind of Regent is the Guild regent. Guild regents are associated with the ROGUE class group in AD&D and they gain their Regency through the control of trade routes. So they have an incentive to grow trade routes and participate in trade wars with other Guild regents. In Pathfinder, this includes the Rogue, the Gunslinger (which is in the Warrior group too), and a new class called the Guilder.
SIXTH, monsters are handled differently in Birthright. In birthright, there are monsters and then -- THERE ARE MONSTERS! These more powerful monsters are called Awnsheghlien and they mostly carry the blood of Azrai -- the evil god. For instance, there are probably gorgons in the land -- but only one Monster is the Gorgon (with a capital G). There are many basilisks in the south east of Cerilia, but only one is the Basilisk -- which represents perfect Hate.
The awnsheghlien are the foes that player characters must defeat. All of them are wicked, awful, and evil. From Rhoubhe Manslayer (an Elf), to the Gorgon, to the Magian (the token Lich King); the evil of the awnsheghlien know no bounds.
House Rules for Cerulean Seas play-by-post -- part 1:
While the good people at Alluria Publishing who wrote Cerulean Seas probably did enough research to get their Bachelor's degrees in Oceanography (and have), the problems of playing in a 3D environment through a play by post medium are much more stark than at the dinner table. I can't exactly buy pizza for everyone. Also, this is Oceanography from an Atlanteologist -- so at all possible, verify what I said.
homer simpson:Pizzzzaaah!:/homer simpson
The Zones of the Sea are differently categorized by scientists than what they present in Cerulean Seas. Although it's not as much as the "Oceanography for Gamers" you get in the Blue Planet RPG, it's best to revisit the Cerulean Seas' tract on Oceanography. All the information below is found on MarineBio.org.
The Sea is divided into two major divisions: the Pelagic, which includes the ocean expanse; and the Benthic, which includes the seas next to the continents.
The Pelagic Zones
As you are playing intelligent species, the Epipelagic is your home, and most of our adventurers will take place in the Epipelagic zone. The Mesopelagic is from 200 m to 1000 meters below sea level. It's the twilight zone, with me so far? The biodiversity here is diminished because not enough light can get through for photosynthesis. The Bathypelagic zone is the zone of the Hush song dragons, the kraken (Megateuthis) and regular Architeuthis dux or giant squid. it's the midnight zone, and most animals here use bioluminescence. It's from 1000 meters to 4,000 meters below sea level.
There is the Abyssopelagic zone, where the water pressure is so great and the animals are strange. Here, among the black smokers you get tube worms, crabs, fish, and other organisms. it's from 4,000 meters down. And the last of all is the Hadopelagic zone, which includes all the water in the deep ocean trenches.
The Benthic Zones
The Lost Land. The Sunken City. The Ancient Birthplace of Secrets. Somewhere, beyond the edge of the world, a great empire grew decadent and fell, sinking forever beneath the waves. The City of Atlantis has haunted our dreams since the days of Ancient Greece. In some of our dreams, Atlantis is still out there.
In the days before Heroditus, King David and King Solomon ruled over an Empire that stretched from the Land of Jerusalem to Carthage in North Africa and possibly beyond to the British Isles and had colonies in the lands of Spain and possibly France. The entire Empire was based on the Sea, and had settlers on Corsica and Sardinia. It is 40 Generations after Moses and the great powers in the region are Egypt and Phoenicia.
Under the sea, however, it's quite different, and that is what we are basing our adventures on. In the Western Mediterranean and the Eastern Atlantic, ancient cities were claimed by the sea and peopled by entirely different people.
Merpeople, sometimes called nixies, naiads, nereids, merfolk, mermen, merpeople, and mermaids; they rule a great empire under the sea. They trade with the lands of Africa and Western Europe for items made of bronze. Bronze statues, bronze weapons, bronze armor. The Greeks say that these people are the descendents of Nereus and Doris -- but their origins may lie in the lands of the Azores. But these people don't even know.
Most of the lands of the Sea Folk are in the sunken cities of the Western Mediterranean and the Eastern Atlantic from Spain to Sierra Leone. The Feykith command kingdoms of their own around the British Isles and the Baltic Sea.
The Azores is a forbidden place to go, and the whole of the Atlantic Ocean has not been explored. There are rumors of an undersea city of Airbreathers, and uncharted lands beyond the great expanse (the whole of the Atlantic Ocean from Sierra Leone to Brazil, and Spain and North America).
PLAY in the Classical Age, before the Age of the City State and before Heroditus set down the history of a great people.
PLAY the four divisions of Merfolk: Cindarians, Kai-Lios, Nommos, and Sea Folk. Also choose a number of Faykith: Sea Elves, Naiads, Nixies, and Lochgelly Selkies. And the Anthromorphs are available by DM approval. All races are from Cerulean Seas.
FIGHT Sahaugin, meet the Song Dragons, and deal with threats under the sea.
EXPLORE and find new lands and meet new and strange varieties of Sea Folk.
And above all, have fun. :)
First up, is the Dolphs.
Physical Description: An eldritch artifact created the dolphs from humans who dived into it. The result is an uncanny melding of humanity with atlantic bottlenosed dolphins. Dolphs, or “dolphmen” and “dolphmaids” are mostly humanoid. They do not have tails, but they have fins on their shins and forearms. Their head and skin resembles a bottlenosed dolphin with a blowhole on top of their head. They also have a dolphin’s dorsal fin. Males have a decidedly male physique and hide their genitalia within their bodies. Female dolphs have two breasts and child bearing hips. All dolphs have five toes on their feet and four fingers and an opposable thumb on their hands. All dolphs tend to have swimmer builds.
Society: The majority of dolphs has migrated to the infra-tidal zone and has built villages there. For the past five thousand years, they live as barbarian tribes and do live around estuaries where they trade with surface folk for goods and services. Being a seawater species, dolphs can stand brackish water for a time but they must return to the sea from time to time. The settled dolphs have a patriarchal pattern of rulership and genealogy.
The minority of dolphs forms nomadic lifestyles as they swim from region to region. The nomads form pods, and often the pods are segregated into fraternities and sororities. The nomadic pods follow a matriarchal pattern of rulership and geneaology, with most of the able bodied males operating as an army.
Dolphs seem to have inherited the dolphins’ joy of sex along with the humans’ joy of sex. While the settled dolphs along the infra-tidal zone seem to put more taboos on sex to more resemble humans and to be accepted into human society, the nomadic dolphs have little taboos when it comes to sex. In both settled and nomadic cultures, sex is celebrated as part of their religion and part of their lives.
In settled cultures of the dolphs, familial relations are more human with the dolphs forming permanent couples and rearing families where the father takes an active role. They also partake in marriage covenants with each other and have elaborate marriage ceremonies.
Relations with Other Races: Dolphs have a strong kinship with humans and with sea elves. Infact, dolphs seem to have the dolphin fascination with humans and other sapient creatures (except the sea orcs and sahuagin, see below). Dolphs with their joy of sex, often try to get the humans and sea elves they are friends with to have sex with them. Most humans and sea elves are reluctant to do this. The few that do, only mating with Sea Elves have produced a sea elf/dolph hybrid (see Half-Elves, below).
Dolphs do not get along well with Sahuagin, although they do get along well with the makos and sea folk. They also hate merrows and scrags, and often compete with merrows and scrags for space to settle. Dolphs usually fiercely compete with sea orcs, also for resources. The competition is often fierce enough to start undersea wars. Dolphs get along well with the sea folk but are unable to mate with them.
Dolphs have cordial relations with mogogols, pisceans, and the sebek-kas. They also feel kinships with selkies mostly because they can become human. As a result, they often try to get the selkies they befriended into having sex with them, and the selkies are even more reluctant than humans or sea elves about having interspecies sex. As for the deep drow, Dolphs do not come into contact with them very much. Deep drow friends are as rare as goldfish teeth.
Alignment and Religion: Settled dolphs and nomadic dolphs worship in the Church of the Walesong, where the dolphs worship the Creator of All Things through song and rhyme and look forward to the promised redeemer. The Church maintains that the songs of the Wales are the history of the Sea and therefore take part by recording the songs and singing them. Also, sex is celebrated during congregational meetings. The meetings that have been observed have been described as communal sex orgies filled with beautiful hymns of song.
Adventurers: Dolphs are as adventurous as the humans and dolphins they came from. Adventurers are a special lot to dolphs, as they are seen as brave souls to go exploring the unsettled regions of the world ocean. Adventuring for some dolphs is seen as a thrill, a way to get high. Others seek knowledge, to increase the Church’s archives of wale songs and to compose songs themselves, arcane knowledge, or to satisfy curiosity. Although riches aren’t really sought after, as the concept of money are alien to the dolphs.
Names: the Dolphs have adopted elven names for their naming traditions.
Dolph Racial Traits:
Curiosity: dolphs are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.
Skill Training: Dolphs consider Swim and Perception to be always class skills.
Echolocation (Ex): To simulate Echolocation, dolphs can use the spell locate object at will when underwater up to medium range as a psi-like and not a spell-like, ability.
Languages: Dolphs begin play with Common and Aquan. Dolphs with high intelligence scores can choose any language they want (except secret languages and Pelagic).
DOLPHS IN CERULEAN SEAS:
Originally designed for Tritonis, Dolphs in the Cerulean Seas are dry lander humans that somehow became these hybrids. The biggest change is religion, where most Dolphs worship either Poseidon, Kilona, or Mariblee; with the majority giving their devotion to Mariblee. The dolphs view shargs as enemies.
Inspiration: Tritonis is a fantasy city based on the Crystal Domes of Atlantis stories from the late 1800's after Jules Verne's stories. Built on a continental shelf, Tritonis didn't sink as it was deliberately created for survivors of an ancient civilization that was flooded by the sea. Subsequently, it's based on GURPS Atlantis' third campaign setting and ideas from RIFTS: Lemuria, Atlantis, and Underseas.
Pathfinder City Statistics
Autocrat Atlarestes Orionis (LG m human aristocrat 9/shaper [psion] 5)
Princess Zoe Marlena Orionis (CG f human aristocrat 2)
Oceania Calypso Ulysses (NG f aquatic human magus 3)
Lord Gargoyle, Scourge of the Sea (NE m human Cav 7)
Tritonia is a small city state composed of one city, Tritonis. The city is planned to have one large central circular dome with ten smaller domes radiating out from it. Each dome has a specific function, with the central dome containing the city proper. The domes are connected by tubes, which allow for transportation to and from the central city.
Housed in the central city is the power plant which is provided by Etheric Pumps -- which are open systems that convert energy that is already around the people into usable energy (ZPE to Electrical Energy or it's fantasy equivalent -- bottled lightning). The system is self sustaining and is capable of self-maintanence and repair.
Tritonis is a city of survivors of their version of the End of the World. Instead of choosing death, they chose to colonize the sea and try to eke out a life. They've been underwater for five thousand years -- changing themselves with their science and magic, creating aquatic humans and inviting other good aquatic races to join them.
Who wants to see whats-her-name in the Pathfinder Bestiary page 183 sculpted on computer?
I'm currently using Sculptris. http://pixologic.com/sculptris/
And I can potentially sculpt kobolds, and paint them in three-dimensions in the computer. I can (doesn't mean I know how to) bring them into Poser or DAZ Studio for rigging (again, it doesn't mean I know how to rig).
Who wants to play Second Edition?
Want to play in lands that are Savage? i.e. a Game based on many of Frazetta's paintings and takes its cue from Pellucidar? Where Barbarian princesses have beautiful, voluptuous bodies and Barbarian warriors were buffed and sculpted (not necessarily on 'roids) wearing animal skins?
Just wondering who would like to play.
Just wondering if people would be interested in playing a HarnWorld game.
HarnWorld is a medieval island with barbarians, orcs, a republic, several kingdoms, a realistic coinage system based off the english pound, gods and goddesses, wars, and magic. The world was influenced by tolkien as much as the medieval world.
World Changes: the biggest change is the Shek-Pvar. I've decided to use Channeling from the WoT to represent how magic works in the world. Thus the Shek-Pvar, or the guild of esoteric knowledge, are Aes Sedai and Asha'man.
What Happened? When Randland was being overrun by the Seanchan after the Breaking by Rand, many of the Aes Sedai and other Channeling Groups used the portal stones to go to Kethira. They landed in the kingdom of Melderyn, and spread from there. The Wise Ones and the Aiel went to the desert countries far to the south, while the Windfinders hoped to find solace in other places like the homeland of the Atha'an Miere.
The Shek-Pvar Aes Sedai is led by women. There is a White Tower, and there is a Black Tower.
Why Use Wheel of Time Channeling? the World is described as "magic Low." However, it's really Magic Rare. Magic is potent, but it is rarely seen. Wheel of Time channeling is as good a fit as any.
It was a stormy morning on Lake Brey. A lone passenger carrack christened the Queen Lorsanna rode the waves and the storm on the Lake well. It left Isla i Gador carrying the last Prisoners of War. People captured during the last war. The rain was calming in the early morning, as six prisoners slept on board with many others.
All six of them were dreaming, but who can say what they were dreaming? Was it the horrors of the Last War? Or was it pleasant dreams? But the promise of being released to their own countries couldn't come soon enough. All of the prisoners aboard the Queen Lorsanna greeted the news that they were finally going to be released to their own countries with glee.
"Wake up!" said an elven voice. "Are you dreaming? Wake up!"
Rules dealing with metaplotting, metagaming, rules lawyering, that sort of thing:
* Player characters are not allowed to know each other's backgrounds. You did spend time together in a PoW camp, but it's best you didn't get to know each other's backgrounds. Taking advantage of player knowledge is a no-no. This plot works best if you all do not intimately know each other's backgrounds.
* you can't stop metagaming, but blatantly trying to predict what I'm going to do on the discussion and play board during game is a no-no. keep your metagaming to yourself.
* Light rules lawyering is acceptable. Players are welcome to point out misrulings and inconsistencies. But remember rule negative 1: In the best interest of the game, the Gamemaster is always right. :)
* This discussion board is for out of character discussions of the campaign, use it. :)
I think that's it. :)
I'd rather run Robotech, but Eberron is different enough. IF there is enough interest, I can run a campaign in Eberron.
The Brelish say that Breland won the Last War, or could have won. Everyone in Breland says that Breland won the last war. That's the general opinion. It's on everyone's lips in all the Brelish metropolises. We won the war!
However . . . what if . . .
Breland actually lost? The signs: King Boranel hates politics. A group within Parliament wants to get rid of the Monarchy. There is a group of - French - Revolutionists out there called the Swords of Liberty in the countryside. Two years after the War, and signs of war is found everywhere. And, if the King hates to discuss politics, something nasty may have happened that threatens not only the Sovereign of the land but it's people.
And its the PCs job to get to the bottom of what happened! There is but one caveat. All of the PCs are Prisoners of War being released with the promise of repatriation to their countries. They are part of the last of the PoWs in Breland being released. Can a ragtag group of former PoWs be motivated to help a country where they have been held prisoner?
Checking for interest. So a few special details:
THIS CAMPAIGN IS POLITICAL! The campaign deals at it's core the question of Sovereignty. The PCs, being enemies of Breland and recruited to help Breland, offers chances of betrayal.
-- the PCs won't be released in Sharn, they will be released close to the Thrane border (which is in dispute.)
-- you will be able to play Dragonborn, as in 4e Dragonborn. Drew up a race conversion at 15 rp.
-- The Artificer replaces the Alchemist in Eberron. They have a hit die increase since the class is already potent. If you want to play an Artificer yet a Chymist Archetype with it, we'll discuss it.
-- Eberron specific races are converted.
-- Psionics will play a part in the campaign -- as in you will run into the Dreaming Dark. So if you hate 3e Psionics, this is not the campaign for you.
I missed this thread but I didn't want to resurrect it. So, I'll just clone it.
The best class of 3.5 in my view. Okay, I'm biased, but it has to be the Shaper side of the Psion. Here are the reasons why -- really. It isn't silly. Although the Wizard could also count for the reasons below for those who think that a line between Fantasy and Science Fiction shouldn't be crossed -- but the Wizard is a cop out compared to the Shaper side of the Psion.
The Secret -- the book is better than the movie.
Abraham Hicks -- the books are highly recommended.
Think and Grow Rich -- not as much "mysticism," but it contains the same. (as an aside: Mysticism is the art of blaming others for your problems, not a professed knowledge in something supernatural)
When it comes right down to it, if you are looking for a class that replicates our REAL LIFE(tm), you can't really get too far from a Shaper psion. The shaper psion represents the quintessence of what it means to be alive. :)
now for pure martial art coolness, the Fighter is the best class out of all of them. For absolute cool on the other end of the spectrum, the Artificer from Eberron is the most resourceful class built for 3.5. But the most thematic class of all 3.5 has to be the Barbarian from the Conan RPG 2nd Edition.
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.