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I should have done this before! The Skinwalker race one to one, except for flavor changes, is a lot like the Shifter race in eberron when it comes to concepts. I used Blood of the Moon before to create the Worgen race out of World of Warcraft. Then the mechanics weren't usually used and a lot of fudging was done to fit the Worgen with the Skinwalkers (the skinwalkers had a cosmetic change, I really should have used the Skinwalkers as a base, and added the better shapechange trait for starters.)
Here is the Skinwalker race from Blood of the Moon:
SKINWALKER RACIAL TRAITS:
All skinwalkers are humanoids with the skinwalker and shapechanger subtypes. They have the same random starting age, aging effects, and random height and weight as a human. Skinwalkers have the following racial traits.
[*}Normal Speed: Skinwalkers have a base speed of 30 feet.
The racial ability score bonus and additional feature last as long as the skinwalker remains in that form, and a skinwalker can remain in bestial form for as long as she wants. While in bestial form, a skinwalker takes a -4 penalty on Charisma and Charisma-based checks when interacting with humanoids that lack the shapechanger subtype.
A skinwalker can return to her humanoid form as a swift action. To change forms and gain a different benefit, a skinwalker must first return to her humanoid form then use her shapechange ability again. A skinwalker can shapechange into bestial form a number of times per day equal to 3 + 1/2 her character level. Different skinwalker heritages (see Skinwalker Heritages on page 5) allow skinwalker characters to select from different sets of bestial features.
As you know, the Shifters in (D&D 3.5) Eberron get a number of behavioral traits. Why not use the Skinwalker subraces for them? The traits are: Beasthide, Cliffwalk, Dreamsight, Gorebrute, Longstride, Longtooth, Razorclaw, Swiftwing, Truedive, and Wildhunt.
There are a number of Skinwalker breeds that can translate to these behavioral traits. Werebat, Werebear, Wereboar, Werecroc, Wererat, Wereshark, and Werewolf. Dreamsight becomes a true trait, however.
Wildhunt and Witchwolves:
Wildhunt shifters become the Witchwolves
Reason -- Wildhunt shifters gain the scent ability. and the ability to detect approaching enemies. This is often associated with the Wolf.
Ability Modifiers +2 Con, -2 I nt (+2 Wis while shapechanged)
Beasthide and Coldborn:
The Beasthide shifter becomes the Coldborn Skinwalker
Reason: The Beasthide shifters gain extra armor. Plus, the Coldborn are probably the hairiest in art.
More later, I want to get your thoughts on these two first.
Just checking if anyone wants to do a Pathfinder game based on Ancient China's Spring and Autumn Period (the Feudal Period before the rise of the First Emperor, Chin Haungdi). It will take place in my world, FAR east of Phaeselis, City of Psionics.
Watch this first, please -- the Emperor: Rise of the Middle Kingdom start cinematic.
The Land is the Land of the Seven Rivers.
Seven rivers, fourteen Feudal States.
fourteen Lands, fourteen warlords.
Your Player Characters live in a land based on Ancient China. Just like a good fantasy, Wuxia film, elements from all parts of the history of china, even though it takes place before the great wall is built.
Dwarves --> The Dwarves have asian faces and are located in southern lands. They aren't very popular, they congregate in the jungles, and are considered something of an oddity at best; entertaining fools at worst.
Dragonborn --> Unlike the Occidental Dragonborn (from 4e), the Oriental Dragonborn are humanoid dragons with the heads, and faces of the Imperial Dragons. Which look something like this. They have to be made with different rules, I think.
Nagaji --> Some Nagaji have settled in the southern lands and jungles, having traveled there from Aryavarta. They still worship the naga, and they have brought naga with them.
Vanara --> Also from Aryavarta. The Vanaras are anthro-simians based on the Rhesus Macaque. They worship Sun Wongkong (Hanuman) the Monkey King as their spiritual Father, but say they came out of eggs.
Wayangs --> Things of Shadow. People say they originated from an auspicious winter solstice.
Teiflings (Oni-Blooded) --> As if any human would mate with an ogre to create a Tiefling line. The ogre Kingdom is the threat to all of the 14 lands of the Middle Kingdom and may be the factor that will cause them to unite. Or not. :(
Barbarian, Bard, Fighter, Monk, Cavalier, Paladin, Cleric (Buddhist or Confucian only); Oracle (Ancestors or the Tao); Summoner, Sorcerer (called wu), Wizard (wu jen), Shaman (Ancestors or Buddhist), Magus, Alchemist.
Here is the Wu Jen wizard archetype for your oriental campaigns, converted from Oriental Adventures 3.0 and AD&D first edition. References: AD&D OA, D&D 3rd OA, Complete Arcane, Dragon Empires Gazetteer, GURPS China.
Wu jen are mysterious beings with powers unknown. In the lands of the East, the wu are typically divine sorcerers who acted as advocates between the people of the East and their ancestor spirits and the dragons. Wu jen, on the other hand, seeking out the arcane secrets of the elements and the elemental spirits. In such lands, Wizardry isn't organized and taught in colleges or guilds, so the wu jen typically studies alone or with a master or coach.
Prerequisite: Any Wizard specialization will do, however, to maintain their wizardly powers; a wu jen must abide by certain taboos -- promises he keeps to the spirits. A wu jen must adopt one taboo at 1st level, and then adopts one additional taboo every time he or she gains a new spell secret. If a wu jen breaks a taboo, he or she are unable to cast spells for one day. Example taboos include:
ELEMENTAL MASTERY (Ex)
This ability replaces the Arcane Bond class feature.
Sudden Action (Ex)
This replaces the cantrips class feature.
Spell Secret (Su)
This feature replaces the Wizard's bonus feats.
Spell lists (guidelines from GURPS China)
All the Earth spells are available, although using them may attract the anger of a local spirit lord. Only dragons know Tremors and Volcano Seed.
Air is not an observed element in the Far East. However spells associated with air such as fly, expeditious retreat, feather fall, sleep and overland flight (i.e. air spells only available in the Core Rule Book) are available for use by the wu jen. However, unauthorized attempts to control the weather may draw the anger of a dragon or local spirit minister. However, they may implore the wu jen for help when they have been lazy.
All available, except using them may also draw the attention of dragons or spirit ministers.
Of the druid animal spells, Wu Jen have access to levels 1-3. Dragons, of course, know only the higher levels. Animal spells are governed by fire.
All Divination spells are available to the wu jen. Most spells between 3rd and 7th level require the I Ching as a spell focus.
Most of the spells from the Enchantment school are available to the wu jen. Only most dragons know geas/quest and Power Word, Kill.
Most of the spells from the Transmutation school are available to the wu jen, although; only dragons know Polymorph Self, Shapechange, World Wave, and Mass Polymorph.
The spells of the necromancy school are commonly known by the wu (priests) and not the wu jen. Never the less, arcane necromancy spells are available for the wu jen to learn. Wu jen who know them and pass on their secrets are incredibly rare because of religious reasons. Dragons and Ministers get angry when a wu jen uses his magic to reanimate dead tissue or skeletons.
All are available, but Alarm and Protection from (alignment) are the most common.
Spells from the elemental metal list are available to wu jen. Although dragons tend to know the 9th level spells. Frequent use of metal spells would attract the anger of dragons.
All are available, even Wish.
Evocation spells that don't fit in the five elements are available.
My City of Psionics campaigns are continuing here and elsewhere (on OpenRPG, I'm doing 2 based on my world -- here I have 1. )
However working on one I hit a snag. I can't continue without a concept artist. Bleh. I finally realized that I came to the point where I need help. While on CivFanatics, a game developer (for the PC and Console platforms) came to me and asked if I was actually developing a video game. I sent him to my wiki and he suggested a concept artist.
I don't think he understood 'pencil and paper RPG' very well. I assumed he did. Anyway, I found my way on ConceptArt.org and posted a job (that wasn't posted) based on his advice. Finding that I stalled in that area, I can't develop beyond that point so I started on working on the Oriental side.
Guys, I'm looking for GM advice, or ideas, actually. Today, I started an epic (as in -- a connected story with subplots kind of epic, rather than something outside of ordinary experience that no doubt causes catharsis or feels like . . . do I have to say it? kind of epic) campaign. I don't know if my players are actually on this forum. I know one religiously avoids forums, so I don't have to worry about him reading about this.
I'm am basically world-building from the bottom up, this time. These are the hooks I gave to my players:
I've been checking on a rumor that has been going around that the OGL is going make a return to D&D Next. Okay, DaveMage, you can go . . . "Please, Please, Please!" These are my thoughts from reading one THREAD on EnWorld.
Could it be a game changer?
Well, yeah. Wizards of the Coast will be able make some serious competition with Paizo. And here's why. D&D Next is still going to be new. While we've been playing Pathfinder for 6 years now (2009-2014 = 5 actually), the refresh of D&D under "an" OGL would allow smaller 3PPs to make some interesting stuff for D&D Next and . . .
There might be less competition for a gamer's attention. A niche product, like this will be able to get a lot of attention if I change it to 5e. While Pathfinder sells more, some concepts are so niche you need a new direction to get attention. Although my big sell for attention is the cobbler model of doing business. The reason for that is because I feel Copyright has been interpreted to allow you to have and maintain a Monopoly on the cultural content you produce. U.S. Anti-Monopoly laws disallow that on Principle. In practice . . . Well, a Monopoly is the best way to earn money.
In regards to Next, if it does work with the OGL. Paizo will have to change the sails eventually, and we might see a new edition of Pathfinder based on D&D Next or something new. Whenever that happens, it remains to be seen.
Could "an" OGL hurt D&D Next?
Potentially yes, remember, the OGL was Wizards giving up Monopolistic rights over a core of D&D. The result of which Pathfinder happened. A lot of people over there thought that giving up Monopolistic rights was a terrible mistake. In way, they were right, however they were also wrong. More people buy 1st party material than 3PP, even though the quality of the 1st Party material began to languish.
Wizards now realizes the impact Paizo has had on their RPG sales, and have chosen to go OGL. They don't want stiff competition, and I guess they'd rather have the cat out of the bag than in it to help overall sales. Potential Sales of D&DNext will be hurt, but they will be better than 4e, since they are encouraging 3PPs to actually flourish again.
Will the common Gamer accept "an" OGL?
Whether or not it's more open remains to be seen. But there is a Kickstarter out for D&D Next from one Publisher who had inside information.
Has the OGL Succeeded?
Look around you on this site. The word has to be an emphatic yes. The OGL has succeeded because the idea is to keep Dungeons and Dragons going and not locked into the hands of lawyers for X number of years. A lot of people play D&D -- a'la Pathfinder and 4th Edition, to name a few -- and the Pathfinder brand is a big seller for 3PP.
What the OGL does is allow for a strong network base of players. The system largely exists out of WotC's hands, and the fun never ends. People play 1st edition, 2nd edition, 3rd edition, Pathfinder, and 4e. And there is a large enough group of indies and largely other systems to keep the hobby strong.
Personally, it's my opinion that WotC adopt "an" OGL for D&D Next. It would allow for a lot of Innovation and it will open a new market for 3PPs. D&D Next players will also get better material and it is possible that WotC could support the 3PPs a lot more. And while Pathfinder Compatible is the best brand going -- there's going to be competition as in the coming years, some 3PPs will think that the D&D Next grass is greener than Pathfinder's grass.
And again, Paizo will be able to change their sails, and take Pathfinder in a new direction with a new edition. The next two years after August is certainly going to be exciting.
EDIT: The only thing I don't like is the Decency clause in the GSL for other reasons besides that it's apart of the restrictive GSL. There is a lot of reasons why I chose the Hellenic Era for adventure, and one of the reasons is the nudity during the Olympic Games and in Classical sculpture and pottery paintings. I'd like more people to accept the human body as good and normal to look at, and the "soft" porn in D&D books in general isn't doing anyone a lot of favors. A bikini, no matter the style, still calls attention to the breasts and the loins and not to the face and the eyes. The face and the eyes should be the first thing gamers should see when they look at fantasy art, in my opinion. The loins and the breasts should be the most boring parts on a woman to see.
The Decency clause was created to save reputations, when both WotC and Paizo are technically not responsible for what is printed. All the responsibility should fall onto the heads of the 3PPs as to what art they do publish. However, both Wizards and Paizo has them. I'd rather not a Decency clause be included in the OGL, but part of a new STL or part of the trademark guidelines.
If there was a roleplaying game I could compare 4th Edition to, now readily, it would be White Wolf's EXALTED. Both 4e and EXALTED are based on the same design idea -- expression of your character in a particular idea.
After playing EXALTED for a while, I got the feeling that 4e was trying to be EXALTED, while trying to be D&D at the same time. In fact, I think 4e was skitzoid, trying to fulfill two approaches to it's design but it never got there.
To complete the comparison:
D&D 4e has powers; which you can presumably spam per encounter, per round, and per day. EXALTED has charms which allows it's D&D esque characters to summon things and to affect parley, and to do a number of things.
Having played EXALTED for longer than D&D 4e, EXALTED has probably, for me, satisfied it's design goals. D&D 4e is chasing two rabbits at the same time and failing to get any rabbits -- it has never satisfied it's design goals for me. EXALTED and its charms do work, and although overpowered (as some players say) the fights have never been too bad for me to keep track of. It actually took a while, but now I see EXALTED as superior to 4e.
I know this is half-baked, but if anyone has experience with EXALTED and 4e, feel free to say you have a difference of opinion. Also say why your opinion is different.
Many years ago, a dragon came to Firerock Mountain, overshadowing the village of Tunleath River. For many years, the dragon terrified the people and became their defacto overlord. Fire came from Firerock Mountain, and the Dragon demanded a tribute of gold for a number of years. After the gold dried up, he demanded silver. After the silver dried up, he demanded iron and copper.
After the iron and copper dried up, the dragon demanded virgins. Every twenty years, the most beautiful, and the most nubile virgin in the village was sacrificed to the dragon. And the dragon took them and made them his wives. Sooner or later, half-dragons came from the dragon's unions of humankind, and in two hundred years, the half-dragons became Dragonborn -- humanoid dragons that bred true.
Three hundred years later, Tunleath River had grown into a small city. And the inhabitants of the city had begun desiring that the dragon would be slain. They advertised for Adventurers to come and slay the dragon. After all, they were resentful that they had to pay tribute in virgins. So the call went out for brave warriors who are strong and capable of killing a dragon.
This adventure is for 4-6 Player Characters of the PATHFINDER* RPG persuasion. The adventure is built assuming that the player characters have a fighter, a cleric, a rogue, and a wizard or magus. Other encounters assume a Face (a bard or similar character), and another Arcanist for back up support. Encounters are keyed to 9nth and 12th level, with 10th level being the median. These guys are veterans, and this adventure is serious business; so make up some good backgrounds to make death scenes memorial.
(Part 2 -- the Dragon!)
This list is from More Magic and Mayhem, and presents more variety of potions and alchemical products for your alchemist to make, craft, and discover. You have to admit, World of Warcraft Alchemy is very good -- although this only covers the potions from Vanilla WoW: when you have humans vs. the Forsaken, Night Elves vs. Orcs, Tauren vs. the Dwarves, and Jungle Trolls vs. the gnomes. And there wasn't so many changes to WoW that the RPG side of WoW couldn't keep up.
ArtHaus (White Wolf) couldn't keep the WoW RPG going because of Blizzard itself, and the massive changes happening (Pathfinder coming in to keep 3.5 alive, etc._ This list requires More Magic and Mayhem, mostly to protect the innocent. And names have been changed -- so as to protect the Innocent.
In World of Warcraft, the concoctions and Chymical mixtures your alchemist can brew is divided into four types:
Draughts: Draughts are mixtures that allow the imbiber to recover something that has been depleted. Draughts include healing mixtures, mana tinctures and a small variety of other substances. Draughts work immediately — they do not have a duration. However, draughts are difficult on the constitutions of those who drink them, and cannot be consumed more than once an hour. Attempting to consume another draught before this hour elapses causes the character to vomit up the draught (so it has no effect) and be sickened for 30 minutes.
Philters: A philter either augments already existing abilities or grants entirely new ones. Philters grant their benefits for a specific period of time, though the bonuses that they grant are explicitly non-stacking: Those who gain bonuses to a trait from a philter and any other source
Alchemical Oils: Alchemical oils are not directly consumed; rather, they are applied to weapons and armors to grant them certain benefits. All alchemical oils last for 30 minutes before the effects wear off. Like philters, the bonuses from alchemical oils are explicitly non-stacking. Note that alchemical oils are not the same as magic oils, which are a category of magic item; thus, oils created through alchemy are always preceded by the word “alchemical.”
Transmutations: The final kind of product is perhaps the strangest of them all. True alchemists are capable of transmuting certain materials into rarer, more alchemically pure materials. All transmutations require the use of the philosopher’s stone, the making of which is the first transmutation the alchemist undertakes. In game mechanics, these processes allow the alchemist to expend experience points, transforming them into a gold piece value that can then be applied toward certain ends. Each transmutation has a base cost listed, which represents the purchase of the raw materials.
Next: The list, when I get back.
So, here are my strengths related to this market:
-- I CAN WRITE! God, I can write. I can write a lot of things about a lot of things.
-- I CAN DO A LAYOUT! Yeah, well, the last review of Pathways #36 not withstanding (4 stars and not a good layout according to one person on DTRPG). I -can- layout an RPG product.
-- I CAN DO 3D GRAPHICS! But I'm a tad bit limited, plus a lot of you don't like 3D.
-- I can draw but I don't have the time to illustrate all of my product. Sorry, everyone. :(
-- I really can't get a Presentations movie ready for Youtube for a Kickstarter, so . . .
I have a choice -- I can either put up Phaeselis for Auction and sell my copyright to the highest bidder;
or . . .
I can sell the InDesign file to all publishers, giving them all the right to alter, expand, and relayout the text through 2 license aggreements. A man's gotta eat, so I need money to eat and live. When you guys compete, I win.
What this means . . .
So, when I sell my first product on here, you the publishers, will be my SECONDARY TARGET AUDIENCE and the players will be my First. When you buy the Phaeselis Player's Guide (when it is up for sale) you will be purchasing:
-- Recompense for my time writing this draft. I started writing the campaign setting years ago, to try it out. I started on this draft on it's own wiki, so I can write on it at my leisure when I have time between classes.
-- The Right to Edit, Relayout, or Change the document; and to expand on it as you see fit for your own particular audience.
-- My Endorsement. This is important. Because someone will put the document on a torrent site. And While they are free to do so, and you can download it off the torrent for free,
-- And of course, you get to keep the copyright for whatever art you put on to it, including your trade dress. But you will have to conform to the 2 licenses I put on. Including any derivatives.
-- Also, you will be paying for whatever Paizo takes as a store cut, and on RPGnow and DTRPG, the cut is about 25% (rounded to the nearest 1/4th of a hundred).
Benefits to the work:
-- My work won't be owned by one company. So the work has the potential to GROW to substantial, exponential heights ~as long as the work is good!~
I'll put up a pricing hit so you, the Publisher, will know exactly what you are paying for when I'm ready for sale. But suffice it to say, I'm laying it out right now.
Well, Weapon Styles were cut from Ultimate Combat. Well, never fear, my fellow martial art enthusiasts, I've just developed these (and published these) on my wiki today. Rules are basically the same for unarmed Martial Art styles. These start from the most familiar and will keep going until we get to the fantastic.
Hollywood Stage Swordfighting: Staged swordfights are the most recognizable form of fighting from the Swashbuckling era of Hollywood's Golden Age. Developed to please crowds when they go see a historical film, these choreographed techniques are shown on screen and are the inspiration for a multitude of onscreen swordfighting. This style is the basic weapon art we are most familiar with and can cut across time periods. It's become a timeless art.
Movie clip from the Adventures of Robin Hood. Errol Flynn and Basil Rathbone demonstrate Power Attack, Combat Expertise, and Improved Feint.
Hollywood Stage Art of Defence: Things get complicated when you want to do a swashbuckling movie with rapiers and you want to simulate rapier fighting on screen. Fortunately, the Arte of Defence is also timeless, as fencing was done with bronze age rapiers as well as with Renaissance ones. Although the expression of the Hollywood version is more arty in it's choreography and requires a different feat path. The fencing is based on the Spanish school with some influence from the French school most likely.
Movie Clip from the Court Jester. Danny Kaye shows his brilliance as he and Basil Rathbone demonstrate Weapon Finesse, Power Attack, and Intricate Swordplay (feat details at the end of this treatise).
Hollywood Stage Tai Chi Quan: the Chinese style of Fencing, the hollywood version gets very mobile and powerful. This is the sort of weapon art you see in Hero especially the green fighting scene where Broken Sword does battle with the Emperor Chin Huangdi Shi, the first Emperor of China. The fencing is based on actual Tai Chi Quan using the Jian.
Movie clip from Hero. Broken Sword, Flying Snow, and Emperor Chin Huangdi demonstrate Weapon Finesse, Power Attack, Improved Sunder, Dodge, Mobility, Spring Attack, Whirlwind Attack, and Intricate Swordplay
Next: actual Medieval Swordfighting, the Arte of Defence, and Tai Chi Quan Wudang.
(NOT A) NEW FEAT
From Conan: The Roleplaying Game.
OGL Section 15 Copyright Notice
Okay, I watched this movie, and I suggest everyone of you to watch it. Even if you don't agree with the author's politics. Ender's Game is a good movie in its overall story. It's a horror science fiction movie that is as much a psychological thriller than for it's science fiction action. It's a "Soft" sci-fi movie, dealing with the Science of Psychology more than using science to solve a problem.
For a story to be good, it must present a problem that the mind must solve through eight facets. These are the Overall Story, the story of the Main Character, the Subjective Story, and the Emotional Story.
THE MAIN CHARACTER VS. IMPACT CHARACTER story.
Ender Wiggin is our main character, we are supposed to empathize with him through the story. Despite what they say, he's an emotional. Played by Asa Butterfield, Ender Wiggin is the unlikely future Fleet Commander for the International Fleet of Earth. I was unimpressed with Asa's performance as Ender Wiggin, but at least he's better than Mick Caulkin. Card didn't want an actor that would Caulkinize the character.
The Protagonist is Colonel Hyrum Graff, played by Harrison Ford. Hyrum Graff wanted to prevent the Formics from coming to Earth and destroy the human race.
The Guardian is Mazer Rackham, the first man that defeated the Formics. He guides Ender in his role as the Fleet Commander.
The Impact Characters are the Formics -- which are also the Antagonists, well, ostensibly. The real Antagonist is the military life that Ender is subjected to. Ender had to beat up bullies, and nearly kills Bonzo (pronounced Bone-SO, it's Spanish). This conflict is symbolized by the interaction between Colonel Hyrum Graff and Ender Wiggin in the film.
However, the Formics communicate with Ender through the Mind Game, hoping to present their side of the conflict. Unable to stop Ender but planting the seeds of doubt, they give him a location of a Queen pupa on the world that is Mankind's advance base in Formic territory.
THE EMOTIONAL STORY
This story is lacking, as the acting wasn't as well delivered by Asa and others as well as it could be. Both Ford and Kingsley act their parts strongly, however.
THE OVERALL STORY
Ah, yes. This is the underlying horror of the film. It shows that if we ever have first contact with a race that is trying to kill us, we would return the favor, in spades. Ender's Game is about duping a child to commit Xenocide against an entire species. Which actually worked, they turned Ender into a killer, into a destroyer. As foreshadowed by Peter telling Ender Wiggin that he's a killer now.
This movie should be watched for the overall story throughline, at least. We are so spiritually primitive that if we encountered a species that intended to do us harm (like the aliens in "V"), we would build a fleet of spaceships -- send it to one of the race's planet -- and destroy the planet in a heartbeat. If only we could see ourselves as our own worst enemy.
male Human Atlanteologist 10/G.eneral O.perations D.irector 8
Captain Cortez as Agraxas Ambrosius Tiligris
Wrong John Silver as Antikytheros of Tiryns
DoubleGold as Draco the Cleric
Rednal as Myrrin
Hustonj as Lycaneus
"Kevin Sorbo" as Hercules!
Sign in when you're ready.
Unlike Monks of the Far East and India, the Greco-Roman Athlete does not engage in mystical meditation, but focuses on the principles of Arete -- or Excellence -- in Athletic pursuits. The Adventuring Greco-Roman Athlete also learns Pankration -- a Martial Art that specializes in utilizing all of the body's strength to defeat one's foes. The name means "All Powers" or "All Strength" depending on the translation. It's a no holds barred martial art where it's Olympic form does not embrace biting (for reasons of hygiene, a human can transmit Tetanus through biting), or eye gouging -- however Adventuring Athletes will use these techniques.
Picture of Greco-Roman Athlete wearing a Jock Strap. Don't look at Work (it's rated Mature on DeviantArt). Did I mention that greco-roman athletes practiced in the nude?
Anthropometry, safe to look at while at Work.
Greek heroes who are Athletes: Atalanta, Hercules, Theseus, Castor, and Polydeuces (or Pollux).
A Greco-Roman Athlete has the following class features:
Weapon and Armor Proficiency: Greco-Roman Athletes are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, discuss, shot-put, chariot*, quarterstaff, sling, and spear.
Pankration Style: at 1st level, the adventuring Greco-Roman Athlete learns the Pankration style feat. This replaces the stunning fist feature. The greco-roman Athlete also learns Animal Affinity (for chariot riding).
Bonus Feats: The belief in a mystical ki is not part of Western Culture. The Greco-Roman Athlete gives up his/her Ki pool at 4th, 7th, 10th, and 14th levels for the Pankration style feat path. These feats are: Combat Expertise (4th Level), Crippling Critical (7th level), Vital Strike (10th Level), and Deadly Stroke (16th Level). Also, the Athlete's strikes improve to hit magic foes (at 4th level), hit foes that can only be hit by Cold Iron or Silver weapons (7th level), hit foes that can only be hit by lawful weapons (level 10), and finally, be able to hit foes of Adamantine quality (level 16).
Chariot Power Drive: The adventuring Greco-Roman Athlete learns how to drive his Chariot faster, incorporating techniques used by charioteers in the Pan-Hellenic Olympic Games. The effect is that the chariot's speed is increased by +10 and causes increased damage in a ram or butt (+2d6 damage). This replaces Quivering Palm at 15th level (The deadly stroke feat more than makes up for the loss).
PANKRATION (combat, style)
Pankration was a combat sport introduced into the Greek Olympic Games in 648 BC and founded as a blend of boxing and wrestling but with scarcely any rules. The only things not acceptable were biting and gouging of the opponent's eyes. The term comes from the Greek παγκράτιον [paŋkrátion], literally meaning "all might" from πᾶν (pan-) "all" + κράτος (kratos) "strength, might and power". The style was developed by the Greeks as a weaponless martial art for soldiers and hoplites to protect themselves. Myth says that it was either developed by Castor and Polydeuces, or Theseus and Hercules. It's literally street fighting taken to a discipline.
Prerequisites: Str 12, Dex 13 (Monks get this for free if they take the Greco-Roman Athlete Archetype)
Benefit: You are training your body to be the ultimate weapon against your foes. You gain a +2 bonus to strike, as you watch for openings to grapple with or box with your opponent.
Non-Monk Feat Path: Pankration was taught to warriors as well as athletes. The feat path includes: Pankration, Pankratic Expertise, and Pankratic Crippling Strike.
Does the study of Anthropometry fall under Acrobatics -- since its Ancient Greek contortionism mixed with Natural Philosophy and Mathematics (thats Science and Mathematics) -- or can a knowledge skill go along with it?
Profession: Contortionist would be a by gone conclusion.
The Ionian villages that would become Tiryns had sent an emissary to the oracle at Delphi. The oracle uttered these words: I see a couple of people walking together towards greatness. One of these people is a hulking man, stronger by far, than anyone else in the world. The others number about five.
One of them may be extremely smart and good looking, another has the relationship of the gods, another might have the potential to be a good fighter, and another could be wily and shadowy.
Hercules is the muscle-bound man, a son of Zeus who has incurred the Wrath of Hera, Zeus' Wife. She drove the Theban to madness and he killed his wife and children. Since that fateful day, he has traveled around Greece, doing good deeds to atone for his evil.
The others are the Player Characters. They have their destinies and stories intertwined with that of Hercules. They will become heroes of renown and one day may have some of the Immortals call them friends.
I'm checking again for another campaign that is set up, this time, as a T.V. Series rather than an Adventure Path. It's our own Legendary Journeys Xena: Warrior Princess like campaign without using D6 but Pathfinder instead. Set in a pseudo-Greece (in fact, the Hellas of my Psionics City during the equivalent of the Mycenaean/Argolian Period) -- the PCs are like Characters in a T.V. series that have adventures that are like or linked to the Twelve Labors of Hercules.
In fact, Some of the adventure (Episode) plots will be loosely based on the plots of the 1st Season of Hercules.
Character Creation basics:
1). Those interested will know that we will be using the Core Rulebook: nothing out of Ultimate Combat, Magic, or the Advanced Players Guide (except for Kits). Approved classes: Barbarian, Bard, Cleric, Druid, Fighter, Monk (ATHLETE), Paladin, Ranger, Rogue, Sorcerer, and Wizard. No psions this time, this is a "You are putting Science Fiction into my Fantasy" naysayer friendly campaign.
2). Races: Human, Elf, Dwarf (although very rare in Hellas, but beyond), Gnome (rare), Halfling, Half-Orc, Half-Elf, Aasimar, and Tiefling (the last two represent Divine Byblows). You may use Blood of Angels and Blood of Fiends if you want to play an Aasimar or Tiefling.
Aasimar PCs are the sons or daughters of the 12 Olympians (which include Hades, ostensibly enough. He's not treated as evil).
Tiefling PCs are the sons or daughters of the Titans; locked up in Tartarus, they also can be the sons or daughters of the demons and devils that Pandora released from her box; and the Furies. Tieflings are also sons and daughters of some of the Primordials.
3). Use the options in Ultimate Campaign to brainstorm your Characters' backgrounds. You can use 2 traits and can select story feats (which can justify godly parentage).
4). All characters are bumbling teenagers, or bumbling young adults fresh from their education (or uneducated). They shouldn't know anything about what is outside of Tiryns, besides being trained by Chiron. Their backgrounds should be linked to Hercules in some way.
5). Divine Byblows: Godly parentage is not impossible. It can explain a few things (where Sorcerers get their powers, Wizardly insight, etc.) Heroes can be divine byblows, but not all heroes were divine byblows.
Since we are using Pathfinder instead of White Wolf's EXALTED, I won't be drop kicking you into killing the Nemean Lion, the Lernaean Hydra, and all the others. You have to build up to kill lions and hydras and other monsters just as powerful. Like in the two T.V. shows, you will meet a lot of mythological figures, but Hercules would be showing up in your chronicle the most.
Theme: Questing and monster hunting.
Tone: Fun adventuring through the lands that are based on Greece, but not exactly like Greece.
Will be placed in a post in the morning before I work.
Note: I am working on my Bachelor Degree's keystone project so I might not post as much as you expect. To keep the thread alive, you can ask any of my players in my Psionics Campaign any question you'd like on my gming style, how I GM, and that stuff. You can also use the thread to kick around character ideas and talk about mythology in general.
any Frequently Asked Questions will be answered in a future post.
Recruiting for 1 character to replace a shaper. :) The player, Captain Wombat, has to turn his priorities elsewhere. :)
All the details of the setting and character creation is found here:
Same rules as last time. No cartoon characters (Loony toon characters) or outlandish classes. Stick to the design document.
Be creative, be fun. Create any type of character within the racial guidelines. Create any character you like, the door's open to you.
I'll probably pick something outlandish this time in order to mix it up. As to being creative: feel free to make an aasimar, tiefling, etc.
25 point thingy. Normal gold for your level.
Also, if you want, check out the first party characters and get together with a player to make up your character -- make up a brother, sister, cousin, or some guy they knew down the street. There's a lot of hooks for your character to go on, and new ones are added every time I have time.
male Human Atlanteologist 10/G.eneral O.perations D.irector 8
Okay, the City of Phaeselis is a large town dedicated to psionics, and fortunately, you've all come here to get a start. It's a rainy day, but that doesn't stop you from noticing the poster that is around the city.
The poster says:
Dark Elf Thief and Mindbender (telepath)
1,000 GP award from House Rama.
Well, I got my wiki more updated in the past 4 months! Phaeselis (yeah, I know, you all liked Phoenicia) is potentially bigger than Ptolus (it's actually as big as ancient Alexandria), and has some areas for outdoor adventuring for your tastes.
I don't have enough done to put together a book for you to download yet, but I might do a stingy gamer edition (no art, you know?) to raise money for original art and original maps. So question:
I can add an Undersea Section.
Details on what is done can be found here:
The conversion uses Public Domain pictures if at all possible and not pictures from the Series, since it's an unofficial and unsanctioned conversion. This is undertaken in stages, and can take place over the next couple of days. Especially if the Wiki has more than one contributor (like myself).
The RPG is based on Spycraft 1, rather than D20 Modern. Humans from Earth (the Tau'ri) do have their Pathfinder racial traits, but they can be modified by their military or para-military specialty (the second include Civilian Specialists). The goal is to bring a Pathfinder kind of presence to the Stargate SG-1 RPG, but to preserve Spycraft 1 rules that are essential.
-- The First Stage --
Conversion of the Specialties and Species are underway. Specialities are like Archetypes, but apply to the Tau'ri species in this case.
Air Force -- Done
Jaffa -- not worked on.
Near Humans (i.e. Tollan) -- pending.
Asgard -- the Roswell Grays. pending.
Goa'uld -- pending.
Nox -- pending. (would use Elf racial statistics for them).
Furlings -- Never encountered!. Speculation to be like the 4e Dragonborn.
Stage Two -- Classes.
Spaceships such as the F-303 and the Tau'ri Space Battle Cruisers will need to be reworked using either statistics from DragonStar or from d20 Mecha published by White Wolf.
Are dero, or derro, described anywhere in the bestiaries? I seem to don't remember an entry for derro in any of the bestiaries. Can some one help me out here? I'm not interested in reinventing the wheel.
Here's what they actually look like: Picture of a dero. They look like beached whales, don't they? Pretty ugly, huh?
Who would be interested in an Updated to Pathfinder, Stargate RPG game? The System is based on Alderac Entertainment's Spycraft rather than Wizards' d20 Modern.
Players will play in a fairly robust modern RPG that revolves around the U.S. Military. Players will also be in SG-4, the third Stargate Exploration Team sent out to explore the Stargate Network. The network connects to Golarion (P5X-736) -- and the Stargate is located in Numeria -- as a matter of course. Golarion is under control of System Lord Ba'al (Abadar).
There are also Stargate addresses to Eberron (Located in the Pegasus Galaxy), Krynn (Located in the Ori Galaxy), Abeir-Toril (P3X-234; located in the Goa'uld System Lord Ao's empire), and Athas (Located in the Pegasus Galaxy).
Base Species include:
Base Classes include:
Specialities (somewhat like Archetypes) include:
Adventures start Mid-Season 2, after the discovery of the Tok'ra. (The Tok'ra).
Books you will need:
I thought you guys could help me out in finding jobs to apply for a mock interview for a class assignment. The interview can happen either over skype or in-person. Salt Lake City jobs preferred, but I'll take anyone's suggestion.
If anyone is willing to help me out, post to this thread. Thanks!
and yes, I'm going to graduate soon! :)
This is the formal thread for a second recruitment thread.
Okay, your party will play off the other. Do not be afraid to contact the other players on how your characters might be connected. The first party hasn't named themselves, but you guys can come up with a company name. The thread is here.
Phaeselis, the City of Psionics, is a living city that has a burgeoning population. There can be more than one adventuring party in the city, and these are the tales of a second adventuring party.
Fantasy Psionics Adventure in a Hellenistic city, based of the world of Alexander the Great.
In a city where people can read minds, move objects through the air, and create things seemingly out of thin air you might have an Utopia. But even Utopias hide things in the Shadows.
PCs will concurrently adventure with the other Player Party. Pretty soon their exploits will be known to one party and vice versa. Again, this will deal with city adventuring and dungeoneering. However, you will face different threats than the first party.
2. no cartoon characters or slapstick comedy characters.
3. no dragonriders or gunslingers.
4. You can choose any class to play. As long as you know you will be facing psionic foes. If this is a deal breaker, you can bow out. As for dragonriders, see point 2.
5. Game Statistics
Check the wiki for races.
One last thing: Since I'm approaching this from the angle of a T.V. Show, I will need a picture of an actor that can portray your character. :) If you want to also include a drawing of what your character might look like, that would be cool too.
Since I am adding the rules from Psionics Augmented into the City, I want to see who would be interested to be in a second adventuring company in the city?
Monte Cook did the same trick with his original Ptolus Campaign, and so I thought I might run a second adventuring company. With the expanded rules systems, you can get some unusual character mixes. Also, you can play off the adventures of the other party, and they can play off yours.
So, who is interested?
Disclaimer: I'm coming from the position that Paizo or any Roleplaying Game cannot copy real life fencing or swordsmanship in any way. There are just too many variables in European Martial Arts for the game to cover all of it in exact detail. Okay, Disclaimer over.
I was watching some videos on sword technique. Aside from the Katana not being the "best sword in the whole wide world, evar," I watched one on the two weapon combo technique. It seems that it was actually taught in Europe at the beginning of the Renaissance through the 19th Century. It was used in Japan, it was used in China, it has been used by pretty much every country.
It was not used in a battle situation because it is so hard to learn.
After that, as GMs and Players who have taken the feat, have you actually used it and what are your opinions on it? Anyone take the feat at first level without taking the associated archetype for the fighter?
The group has lost it's healer and it's time to recruit another healer. They had one encounter so far, so I'm accepting auditions for new player characters.
Read the wiki and it will tell you how the various classes fit together. :) Player Characters are asked to mesh well with the party as so far as presently constituted.
Have fun creating your characters and auditioning!
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.