|
|||||||||||||||||||||||
|
kevin_video wrote: Could be a normal dragon, or maybe it's like "How To Train Your Dragon" where all the other dragons are doing a bunch of evil because of a big, BIG bad dragon that dominates them all. Could be the return of the Colossal+ creature. Maybe even give it two heads. Make it a dragon version of Demogorgon. Might as well give it three heads and pretend that it's inspired by Dahak, the three headed dragon spirit of death, when everyone *really* knows that it's inspired by King Ghidorah! I am really hoping there's a feat called 'Stringed Jump' for Wayangs that allows them to gain a +4 bonus to jump checks and slow fall as their connection to the plane of shadow disrupts how gravity affects them on Golarion. That'd make an awesome mental image of Wayangs leaping slowly towards their prey, sickles drawn. I can't see at all how that art of the evil Wayang is racist. But I would like to see art of a good Wayang character. Perhaps a Good aligned Wayang fighter, using ceremonial oriental weaponry and armour? Seriously? Why does there have to be one person in every group that has to scream 'That's racist!'? That gets old. It is a mythological PC race based on shadow puppets. It does not represent real life Asians in the slightest. BTW, unless I am mistaken, Asians tend to find being called 'Oriental' offensive. Can't we just have one preview without these really stupid complaints? Me? I love the look of the Grippli. The Wayang, not-so-much.. but that is just because of that mustache... The Ifrit looks bland. None of the pictures are bad. The art is top notch as usual.. just other than the Treefrog.. these aren't my favorites. Still, they are great artists. DSRMT, An interesting idea. NOBLE HOUSE -- There are many noble houses both great and small within the ancient drow vault-city of Tezzarathane, but yours is definitely one of the lesser. This will be the generation where that changes. You play a band of young drow nobles, inheritors of a legacy of evil and vengeance. At once both an urban campaign and a game of underground exploration, you begin as young drow earning your place in the cutthroat world of the dark elves. Rise to power, conquer the uncharted depths of the earth, raid the surface and become masters of Tezzarathane. Loyal to no one but yourself, your House and its dark demon-gods, are you ruthless enough to become lords and ladies of the realms below? The PCs would all be drow -- a race diversied and given more options via the trait system. This would be an adventure path that spans centuries as it charts the life of a band of drow noble siblings fighting to secure their dominance in drow society. It would have a kingmaker-esque aspect -- the Noble House itself would be a character. This adventure path would feature major interaction (via both combat and RP) with the aboleth. And of course at least one drow civil war is inevitable. Very sandbox, there would be literally no limits to what wickedness your house could undertake. In order to allow for interparty cooperation, your house requires a blood oath to not harm those of your kin. There would be a minor competive element -- only one of you can be Matriarch/Patriarch at a time after all. But each of you would have a say in how the Noble House is controlled (one of you is the master of assassins, one is the master of the household guard, etc.). Another thing -- drow are demon worshippers. Rather than specify which demon lord (or lady) you worship, there would be a simple subsystem for specifying what makes your favorite otherworldly abomination unique. This is your houses' Patron and though we would provide a few samples, ultimately it will be up to the PCs to decide whom they serve. Your choices would provide mechanical ups and downs to your custom noble house. Any interest? Gary McBride
Owen K. C. Stephens wrote:
Late to this thread, but "Yes, please!" Anthropomorph “Anthropomorph” is an inherited template that can be added to any humanoid (hereafter referred to as the base creature). The base creature takes on the characteristics of some type of animal (referred to hereafter as the base animal) within one size category of the base creature's size. Challenge Rating: Same as base animal or base creature (whichever is higher) +1. Size: Same as the base animal or the base creature, whichever is larger. AC: An anthropomorph has the natural armor bonus of the base animal +2. Hit Dice: If the base animal has more racial Hit Dice than the base creature, the base creature gains racial Hit Dice until it has the same number of racial Hit Dice as the base animal. Melee: An anthropomorph gains the natural attacks of the base animal. Special Attacks: An anthropomorph retains all the special attacks, qualities, and abilities of the base creature. It gains the special attacks, qualities, and abilities of the base animal, as well as low-light vision and scent. Ability Scores: For each ability score, an anthropomorph's score for that ability equals the base creature's score +2 or the base animal's score, whichever is higher. Skills: For each skill, an anthropomorph treats that skill as a class skill if the base animal treats that skill as a class skill and gains any racial modifier the base animal has for that skill. DAMMERHALL The dwarves are scattered, leaderless, a fading people. Their glory all but forgotten, slowly they mingle with the human kingdoms losing their own heritage and identity. The true thanes and heroes are but legends and few young dwarves even bother to learn the old tongue these days. It was not always so. Once the dwarves held the mightiest empire in all the world. From their mountain-capitol they were richer, mightier and more advanced than any other free folk. But then Dammerhall, the Spire of Kings, fell. In a single night of terror, the Calamity destroyed the stronghold -- the dwarven lords were slaughtered and their might broken. Dammerhall is now only a palace of nightmares. That changes today! The last true heir rallies a small band of dwarven believers to reclaim what was lost. By hammer and by axe, you will lay low the invaders and retake the Spire of Kings. Death or Dammerhall! This AP combines a living megadungeon, underground exploration, and war themes to tell a thrilling tale of dwarven heroism and desperation. Though there would be an option for playing a more traditional party (at least one dwarf is mandatory) the default way to play this adventure path would be as an all dwarven party. There would be intrigue as well. The local human lord certainly wants the monsters cleared from Dammerhall, but he is less sure about having a newly resurgent dwarven empire next to his holdings. He has a better idea of how to use all the reclaimed dwarven wealth. Will you accept his aid and risk his interference or is this a task to be done by dwarven hands alone? Upon your decisions rests the fate of all dwarves. You will find your destiny within Dammerhall. Thoughts? Gary McBride
Cheapy wrote: So...Power Word bloodline? :D That's a GREAT idea! How about this? True Speaker Bloodline
Now that's a catfolk. I thought the one in Bestiary 3 looked a little too human in the face. It's been very interesting reading everyone's responses. If I can just answer one question I've received via email -- no, we are not saying that we are doing one of those three I posted. They were meant to gauge reaction to various themes and spur discussion. And in that light -- here's two more ideas. Fairy Tales -- Candy houses, big bad wolves, enchanted kingdoms under an evil sorceress' spell -- this would be an entire adventure path exploring the realms of fairy tales. We wouldn't limit ourselves merely to the Brothers Grimm either. Oh no. Baba Yaga, the Jabberwock, and Andersen's mermaids would definitely be in the mix as well. And who are the PCs? They could be adventurers, yes, but we would also include optional rules for playing children who had stumbled into this world of wonder and terror. Tyrant -- Way of the Wicked meets Kingmaker. Set a generation after the events of "Way of the Wicked" -- Talingarde is now firmly in the thrall of the Asmodeans. But now it is time to expand. The rulers of Talingarde grant titles to anyone who can establish a colony on a wild, savage and untamed island. Here is there are no established domains. This is an island unknown and utterly uncharted. Explore the island, establish your dominion and become the Tyrant king. There would be an intrigue element. By gaining the favor of the wicked king of Talingarde, you could receive more aid and additional wealth. But you also risk royal meddling. You also aren't the only one granted a title. Destroy your rivals as you claim the wealth of this island for yourself. And the last book of adventure path? Throw off the yoke of Talingarde and become your own independent nation. You will bow to no one! You will be Tyrant! Feedback? Gary McBride
Ponyfinder, 'cause Missus Turin says I have to post the idea before she'll continue pouring booze down my gullet. ^__^ I was going top say something dwarf-themed, and then I saw Chris's comment about underground, so that dovetails nicely. It seems like Paizo doesn't like or pay a lot of attention to dwarves. They're one of my favorite races to play and interact with, and their culture has so much potential, but none of it ever seems to be realized. I removed a post and the replies to it. I get that furries are some sort of internet punching bag, but that doesn't mean people need harp on it every time nonstandard races are brought up. You don't like catfolk. Fine. But don't try to shout down the people who do. CanisDirus wrote: My other thought was to worship a good/neutral deity, but be "fascinated" with the culture surrounding an evil one, noting similarities between that one and the good/neutral one, etc. A bit of a roleplay-story element in a character that might lead him to find certain things challenging where most characters might not. [tangent] I think of that sort of character as the 'Worf.' Raised outside of his racial culture, reading all about honor and courage and strength and proving oneself, reference after reference to respect and glory, and then he actually meets some of his people, and finds out that their entire culture is based on being a treacherous backstabbing dick who will cheerfully poison their leaders and ally with their worst enemies and commit various acts of intrigue and treason in the service of personal advancement (or over petty grudges).Having a half-orc, for instance, idealize orcish culture, seeing a certain Darwinian/Randian 'only the strong & ruthless deserve to survive and thrive' nobility to their brutishness, and then, as he meets more and more actual orcs, finding them to be quite a bit less glamorous and noble and admirable up close... That sort of idealization of something that doesn't live up to those ideals can be fun to roleplay, and the character can react in all sorts of ways (trying to 'correct' the people who aren't living up to his ideals, trying to erase them from existence for 'sullying the name' of his pet culture, claiming that they are exceptions and that the *real* so-and-so's are still out there, or even becoming disillusioned and abandoning that rosy-spectacled interpretation). Granted, that last option is less fun to roleplay. Clinging to denial is way more fun than admitting to defeat. :)
Hound Master (Cavalier)
War Hound (Ex): At 1st level, a hound master gains the service of a loyal war hound to aid him in battle. This hound functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The creature has the same stats as a wolf. The war hound is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A hound master’s hound does not gain the share spells special ability. These hounds are not suitable for riding and cannot be trained to carry riders. A hound master’s bond is strong and if the war hound dies, the cavalier may find another hound to serve him after 1 week of mourning. This new hound does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level. This ability replaces mount. Pack Tactics (Ex): At 3rd level, a hound master learns greater coordination with his war hound. When a hound master and his hound are flanking the same creature, the hound master’s flanking bonus on attack rolls increases to +4. This ability replaces cavalier’s charge. Expert Handler (Ex): Upon reaching 4th level, the hound master may take on a second war hound; while smaller and weaker than his primary hound, it is still a useful ally. This ability functions like the war hound ability, except that the hound master's effective druid level is equal to his cavalier level – 3. In addition, this ability allows the war hounds to choose from teamwork feats when selecting feats gained from additional Hit Die. This ability replaces expert trainer. Go For the Throat (Ex): At 11th level, a hound master has perfected fighting beside his animals. Whenever an opponent is tripped or overrun by one of his war hounds, the opponent provokes an attack of opportunity from the hound master. The target must be threatened by both the hound master and his war hound. This ability replaces mighty charge. Kill Command (Ex): At 20th level, whenever an opponent is threatened by the hound master and both of his hounds, the hound master may issue a kill command. This is a swift action that grants both hounds an attack of opportunity on the target. A creature cannot be the target of this ability more than once per day. This ability replaces supreme charge.
3 people marked this as FAQ candidate.
2 people marked this as a favorite.
DeathCon 00 wrote:
Nope. It's a 1st level spell, and a really good one at that. Allowing it to explode into fire at the slightest spark makes it too bad-ass. Ambrosia Slaad wrote:
No, but Discord is definitely a Protean. Clark Peterson wrote:
kevin_video wrote: I've seen a fallen angel monster in 3.5 before, but would probably have to figure out how to properly depower it to first level. I would stat up the fallen angel as an aasimar. And then later, if the PC does something to get more in touch with their angelic heritage, you might allow them to get the fiendish template or even half-fiend template later instead of a class level or two. That would certainly be one easy way to play a fallen angel. Gary McBride
Azura-spawn(Faultspawn)
Daemon-spawn(grimspawn)
Demodand-spwan(Foulspawn)
Demon-spawn(Pitborn)
Devil-spawn(Hellspawn)
Div-spawn(Spitespawn)
Kyton-spawn(Shackleborn)
Oni-spawn(Hungerseed)
Qlippoth-spawn(the Motherless)
Rakshasa-spawn(Beastbrood)
The Fiendish Heritage feat is not featured in the book. You just pick a heritage in place of the standard tiefling, should you so wish. I'd love to see a book on the Empyreal Lords (and perhaps some Paladin codes for the LG and some of the NG ones). While they aren't explicitly Golarion content, some of the names from the Bestiary are very evocative. For Archons;
For Azata;
A Big Book of Empyreals that gave some detail on figures like these would rock. The Empyreal named Korada, from the Inner Sea World Guide, happens to have the same name as an Avoral Agathion 'Empyreal' named Korada of the Dream Lotus (from Bestiary 2). I hope that's not a coincidence, 'cause it sounds intriguing! Since the *vast* majority of games I play don't allow evil characters anyway, a book focused on the Empyreal Lords would be much more useful to me than one detailing what worshippers of demon lords, archdevils or daemon horsemen get... F. Wesley Schneider wrote:
You don't fool me. He's an Abominable HuggieBear (arachnoid variant of an owlbear). Abominable HuggieBear statblock wrote: Abominable Hug (Ex): As per Grab, except the target must save each round or become nauseated as the Abominable HuggieBear hugs him and pets him and squeezes him and pats him and pets him and names him George.
My goal with the prestige classes in this book is to support Golarion-specific groups and organizations and factions with prestige classes. It is NOT to power up existing classes or to support specific multiclass combos—some of the latter will happen as a sort of side effect (such as by building a paladin of Irori class would result in a monk/paladin option)... but the philosophical push behind this book is to support Golarion's religions and fighting schools and traditions and factions and monsters with rules. And it serves another purpose. We really HAVEN'T done much with prestige classes yet—and many of the ones we have done are merely revisions of 3.5 ones or relatively rules-focused classes. I'm eager to see what we can come up with for more flavor-heavy classes... eager to try to present a new philosophy on what a prestige class can and should be... and eager to see if there IS a market for books like this. Because if we don't experiment... we get stagnant. F. Wesley Schneider wrote: So let me ask: Got any systems perfect for players that you'd love to see in these books? I've had some ideas tumbling through my brain for awhile now, but I'm not certain how many of them are "perfect for players" in that, they'd still be up to the GM on whether he wanted to include certain optional systems in his game. My dime's worth (wall-of-text style):
Spoiler:
1) Acquired Templates - I know you guys haven't always been a big fan of templates in the monster arena. James certainly prefers all new monsters to a template that can overlay multiple monsters. However, one of the "options" we explored in Carrion Crown was the idea of: "What happens if one of the PCs becomes a vampire or even a werewolf during the adventure?" Those are templates that can affect characters just as much as they can affect monsters. So, maybe it's worthwhile to explore that topic as a player option in one of these Player Companions somewhere down the line, complete with GM guidance on how to integrate certain templates into a PC so they don't "break" the game or the campaign. Maybe create a new "system" whereby quick vs. rebuild rules for commonly used templates could be introduced (along the same lines as the Advanced, Giant, Young templates). Maybe all of them aren't "nice" (i.e., a Cursed template similar to what the oracle initially suffers until they learn to live with it...i.e., a player might want to play a Blind or Deaf character...so what does that mean mechanically? How do they learn to compensate and overcome as they become a hero?) 2) Changing Feats, Bloodlines, Arcane Schools, or Faiths - Have you ever gone down your adventuring career and rethought your character concept in a way that a different feat, sorcerer bloodline, school of wizardry, or religious conversion might make more sense? Could there be a way to introduce that kind of opportunity to rethink things into a game via a new player option? Would it involve an arcane ritual in the case of a bloodline transfusion? Would it require a lapsed study in one arcane school with a much harder crash course devotion to a new one? Would it involve becoming an ex-cleric for a while in your current faith until you adventure and build up to the same level as a cleric in your new faith before you can combine all your cleric class levels again? Are these even options a GM would want to allow in a game, much less something a player would want to explore (either from a mechanical or roleplaying sense)? I don't know. But it could be an option, maybe. 3) Sage Skills - Have you ever wanted to become more than just a super-smart wizard or extremely wise cleric? Enough so that you venture into becoming an actual sage on a single subject which other people seek out for your expertise? This could be useful for NPCs as well as PCs, but basically it would explore a new sub-system for going above and beyond the basic skill system to some advanced "tier" of applied learning and skill in a certain area, granting access to abilities and outcomes that might be beyond the guy who simply put 10 ranks in something. I might call them rank benefits, maybe? And then tie them to a feat being selected, which much like Skill Focus, would be dedicated to a single skill whereby it grants these rank benefits. You might even have to take Skill Focus before you could gain these rank benefits at certain thresholds of study. Then, you'd define what kind of new capabilities they'd grant at a particular rank. And, you'd give players a major reason to take Skill Focus over some other feat. 4) Item Familiars or Item "Bonding" - So, we know wizards, sorcerers, witches, and adepts can all summon familiars. Some of them can even have arcane bonds with an object. What if other classes could do something similar (but on a different level) with the magical weapons or gear they frequently use throughout their career. Maybe give them the ability to invest a bit of themselves in these items to bring them to life...almost like a Craft Construct feat, in a way, but these items would remain inert and more sentient, possibly. It could be a new way of interpreting intelligent items. They're not just smart or "awakened." They're also bonded to you in some game-changing way. If its bonded "owner" passes away or loses the item, it could go dormant again, only awakening (very slowly) if taken up by a new hero who starts his own level of bonding with it. 5) The 1st Level Commoner - Ever been in one of those games where the GM wants everyone to start out playing an NPC class before they settle on what actual core or base class they'll go on to pursue in their actual adventuring career? Maybe introduce a new sub-system whereby players can dedicated their 1st level as a PC to some "generic" class with a couple of watered down options that borrow certain elements from grouped abilities according to the arcane, divine, martial, and skill distinctions. These small bits might hint towards what type of PC class they'll eventually convert to...which would then overlay (or upgrade) that 1st level of adventuring into the real class the hero becomes from there on. This would allow folks who like that kind of commoner-turned-hero progression to function on a different kind of sub-system...one where they start out as equals in many ways (with only a small tweak here or there)...and then grow more fully into the actual class they intend to pursue...and once they've figured out what they want to pursue based on their very first adventure. 6) Currency System w/ Exchange Rates - Okay. This one won't be everybody's favorite. But, in the real world, we all know there are different currencies in use in different countries. And, some of them are worth more than others in a global economy. If you really want to widen out the in-world information, you could introduce another sub-system whereby the heroes get to track how many of what type of coins they find as treasure...what kind of efforts they have to go to convert that currency into something more usable when they travel to a distant land (or plane). Yes, it's a lot more bookkeeping. But, for simulationists, this kind of sub-system might appeal to them. It'd also be an easy sub-system to introduce while examining the church of Abadar or the kingdom of Druma. 7) Romance - It's great that this got introduced in the Jade Regent AP, but it's a sub-system that ought to have staying power in a lot of campaigns. Let the treatment of it in JR be your testing grounds (much like many of the other sub-systems you introduced in APs and later refined for the core rulebooks). But make sure it gets presented as a new way PCs can influence NPCs, even gaining them as a whole new level of cohort or companion. Introduce a womanizer or Casanova archetype that builds off or relies on these rules and see where that takes you. Bottom line, a fair number of players would probably appreciate a clearly-defined path on how to do relationship building akin to the way a lot of CRPGs have started to define it. Some measure of highly successful dialogue interaction (via Diplomacy) as well as a "gift" system, and maybe a bonus for heroic rescues of a damsel in distress or impressive demonstrations of prowess or knowledge in a shared field. 8) New Crafting Mechanics and Side-Professions - Players like to be able to create things for their characters that give them a sense of ownership and investment, whether that's in weaponcrafting, magic item creation, or just running a business on the side when they're not adventuring. I don't have any concrete ideas here, but if there's a way to build on the Craft and Profession skills to define new avenues for them to scratch this itch in a game-impacting way, go for it. What does it mean for a fighter to have a weaponcrafting business on the side? How much money can his business generate based on how well he markets the wares produced there (or demonstrates their use in his adventures)? Can characters draw on these kinds of resources to obtain certain items they'll need while adventuring or when they're in a sticky situation? Can they open up trade to a new region and impact the success of their business? A sub-system exploring this option might prove interesting to some players, especially provided that each region of Golarion presents some kind of resources waiting to be tapped or some market waiting to be opened there. 9) Strongholds and "Name" Levels - You remember the good ol' days when a 9th level fighter would automatically attract enough followers to start building his own army and castle...or when a thief would get to form his own thieves' guild...or a wizard would build his tower and attact a bunch of apprentices...or a cleric would build a monastery/temple and attract some zealous followers? Maybe put some more definition around that in a new sub-system in a Player's Companion book. Connect it to the Leadership feat in a more meaningful way. Explore what it means (and how it's different) based on certain races and regions of Golarion. Define some new strongholds across Golarion that have been built by "other" NPC adventurers that might serve as rivals or allies to a PC who does the same. 10) Prestigious Organizations - Define some new mechanics for what it means to belong to the Knights of Ozem, the Cyphermages, the Red Mantis, or the Aspis Consortium. As a PC goes up in level, how does his reputation increase within that organization. What can he demand of them? What do they (in turn) demand of him? How does his recognized rank within such an organization lend itself to Diplomacy, Bluff, and Intimidate checks. How do their resources aid his Knowledge, Craft, or Profession skills? What kinds of bonus training feats or limited style feats might the more martial institutions provide? What new magic spells, mysteries, etc. could they provide to their members that no one else might ever attain otherwise?
Okay. That's enough out of me. I need to get back to work before my manager ventures by to check up on me. ;-) --Neil deinol wrote: Occupations Riffing off your list, I'd love to see a 'Trade of Golarion' product that has one of those old-school maps that shows the major products of various nations, and trade-routes and the like. Back it up with mechanical stuff regarding different types of equipment popular in different regions (special 'cool' armor preferred by desert peeps, etc.) and it could be both useful for role-players (who want to flavor up their regional characters with regional style) and the mechanically-minded (who might want the best equipment he can get, even if he has to order it special from a few countries over). Similarly, a 'Armies of Golarion' book with a brief overview of what sorts of armies the various nations have, what sorts of armor / weapon choices are standard, maybe some mention of ranks and tabards, but, for PCs, suggestions as to what sort of feats, skills, etc. (and perhaps with some unique regional training feats) a soldier or ex-soldier from those regions might have. In addition to regional armies, there could also be a few mercenary companies or 'free armies' (particularly hanging around places like Lastwall and Mendev) with their own signature styles, traditions or gear. They're also great for a colorful morsel of setting development, going back to what Eric Hinkle said above about NPCs having lives too. They could be heirlooms, treasure that spawns other adventures, musty dangerous tomes in a forsaken library, or as a set of notes passed down from student to student in an arcane college (how I came to realize the potential of the UC spellbook when I saw a game designer use one that way). Spellbooks are more than the sum of their individual spells, they tell a story of the person or persons who put them together. Dragon78 wrote: Race of Humaniod or Outsider(native) that have a third eye. Jek wrote: Take back what you said about Agathions not having hyena forms; hyenas have very caring, close-knit family communities. They take proportionally longer care of their children than any other animal (other than humans), and are not deserving of their nasty reputation at all. Lions steal hyena kills more than the other way around. Crocutals are known for their tenacity and resourcefulness. They have a generally friendly but occasionally heated rivalry with leonals, and dislike being mistaken for gnolls. :) Also, they cast hideous laughter. Recently, I noticed we still had a hole in one set of monsters: the nagas. We have LE, LN, LG, N, CE, and CN nagas, but we still need CG, NG, and NE nagas. And the epic Ha-Naga from the SRD. Others that I would like to see are:
Some others from the Epic Level Handbook SRD that haven't yet been brought over:
From the Psionics SRD:
From the Modern SRD:
I've heard you. After the posts here and elsewhere, the emails, and the feedback from the demos this weekend... More Grumblejack. I'm not promising him a gigantic word count. But you have not seen the last of that ogre. Gary McBride
Realmwalker wrote:
Alrighty then ! PERCIFORME (FISH) TRAITS
BOVINE (CATTLE) TRAITS
PRIMATE (MONKEY) TRAITS
MUSTILID (WEASEL) TRAITS
CAMELID (CAMEL) TRAITS
PACHYDERM (ELEPHANT) TRAITS
CETACEAN (DOLPHIN) TRAITS
PINNIPED (SEAL) TRAITS
CERVID (DEER) TRAITS
That's it people. BTW, if you want to make new subraces, here's a few that could need it:
Just a few ideas, cheers !
|
|||||||||||||||||||||||||||||||||||||
|
