Mithral Scarab

Evening Glory's page

54 posts. Alias of Kelsey MacAilbert.


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A.P.P.L.E. is banned for expecting the new guy to know about aliases.


Just got all the accounts I have laying around the site merged. I want to make sure everything works fine when posting with aliases that were originally with accounts other than Kelsey MacAilbert.

Hopefully I'll have the complete race and class roles and some base mechanics up soon.


I'm gonna have some fun with these.

@ Manx Serimus: Vermin are immune, so no rat swarms. The birds are the really scary one. Perhaps anything smaller than Small size is too small to be effected by the curse?


stormraven wrote:
Rather than nerf the pally (and let's not forget that monks get immunity to disease as well at 5th) why not change the issue? Since Urgathoa brought this down - why not define it as a Curse instead of a Disease. Pallys and Monks aren't immune to curses.

That works for me. As for Smite and Channel Energy, perhaps these zombies ignore 1/2 of the damage? That makes divine casters less bomb against undead without making them completely useless.


Vic Wertz wrote:
Evening Glory wrote:
Vic Wertz wrote:
Also, since you're creating your own campaign setting, are you sure it's really the Community Use Policy you're looking for? In the context you're talking about, the CUP mainly provides access to parts of our setting, which you generally wouldn't use in your *own* setting. I think you may want the Pathfinder RPG Compatibility License instead. (Which, I'll note, has pretty much the same "adult content" clause.)
That's a commercial license, and I don't plan to charge for my work. That's why I chose to use the CUP.
The Pathfinder RPG Compatibility License applies to both commercial and non-commercial users. It lets you use the Pathfinder Compatibility Logo (the CUP does not), and with respect to either of your projects, I think that might really be what you're looking for.

Thanks. I'll think about getting one.


Kirth Gersen wrote:

I'd like to give substantive feedback on the content, but unfortunately the writing proved to be too much of a barrier. I'm very sorry to say this -- but I had to give up.

If English is not the native language of the writer(s), then I can certainly understand, and sympathize; the near-universal lack of agreement between singular and plural pronouns (for example) leads me to believe that might be the case. That's OK for a draft version, but for proper playtesting by an English-speaking audience, an overhaul of the technical writing would be needed.

In summary, there might very well be very good ideas here, but I personally lack the dedication to parse for them. Please don't take this too personally -- I'm fully aware that patience is not my strong suit -- but since you're soliciting feedback, this is the best I can offer at this time.

I have to second this. The content is good, but it needs better writing. I feel helpful at the moment, so if the OP wants a native English speaker to edit it, I could do so.


I was going to do something like this, but for free. If you're going to do it, I'll do something else. Perhaps I'll go make my own take on Spelljammer.

Please make rules for ghost ships and undead crews. They would be much appreciated.


Caliburn101 wrote:

You are playing a character with a high Int and HALF of the alignment the Pally has.

So act intelligently.

Over-emphasise the honourable, lawful and 'keeps-his-word' part of the LE alignment. Tear into the forces of darkness with a vengeance when they threaten chaos or wanton destruction. You oppose such wasteful evil tropes anyway. Avoid taking actions which point to your dark little heart and always conduct your evil out of sight of the Paladin.

Wear bright colours and be friendly with everyone! You do NOT have to brood, cackle, threaten to enslave the world or do anything else 'typical' of your alignment. You can just harbour such delightful thoughts.

You can be the future Emperor Claudius - waiting for a future time to rise to greatness and dispose of your opponents - rationalising that association with the Paladin will give your character a certain 'cache' with the 'great and the good',taking advantage of his reflected glory and reputation and making everyone think you are 'harmless'.

It will make your eventual tyrannically evil plans all the easier to implement as you will be tied with great deeds of good, bright and shiny friends and everyone will find it hard to believe you could be associated with such terrible deeds.

Being a Pally's mate is a great way to obfuscate your rise to evil domination!

Play it that way - and tell the GM your rationalisation - so he realises the self-discipline you show when doing distasteful acts of 'good' is all a means to an end and he doesn't penalise your alignment choice because of 'uncharacteristic' behaviour.

Intelligent evil is sooooo much more fun.

On the mechanical side - get in touch with the local Cult of Asmodeus or something of that nature and explain your plans. Tell them you need their help and by walking behind the Paladin you will be able to ride on his coat-tails to wide acclaim - making you effectively a 'mole' within the forces of fluffiness....

.... they will be falling over themselves to hide your alignment for you!

This. Being evil does not mean you have to irritate the Paladin, or act in a manner that is obviously evil to observers. If you play it right, it should work.


Cheapy wrote:
I'd also like to point out that Seoni has magically enhanced breasts.

Feiya is still prettier.


Vic Wertz wrote:
Also, since you're creating your own campaign setting, are you sure it's really the Community Use Policy you're looking for? In the context you're talking about, the CUP mainly provides access to parts of our setting, which you generally wouldn't use in your *own* setting. I think you may want the Pathfinder RPG Compatibility License instead. (Which, I'll note, has pretty much the same "adult content" clause.)

That's a commercial license, and I don't plan to charge for my work. That's why I chose to use the CUP. Also, this thread has made this question moot, as I decided to work on Hearts of Oak (Like Stormwrack, but with what I think a sailing rulebook should have.) and Sylvan Glory (Libris Mortis/Draconimicon, but for Fey) instead of a campaign setting.


Cheapy wrote:
Evening Glory wrote:
Cheapy wrote:

Pretty sure that you can't mention golarion.

And if you plan on selling stuff, make sure that you read the PRD cover to cover!

I'd rather not sell anything. I can write just fine, but I can't put together artwork good enough to sell. I also really like making things, which is why I'm doing this. Money is irrelevant. I'll just work off the Community Use License, and create things that would work with Golarion, but would also work in a different campaign setting. It's like how Stormwrack and Libris Mortis (I'm creating what is basically Pathfinder Stormwrack and Fey Libris Mortis, so they seem the best examples to put out.) were compatible with most campaign settings. I am to do the same.
Oh, I thought you were one of the new 3PP start ups!

Nope. I work purely for the joy of it. I don't mind my stuff being used for free.


Evening Glory wrote:
Darkwing Duck wrote:
I'm for Seas of Golorian. Don't get fancy with the title. People need to be able to easily recognize what's in the book from the title. I want undead ships, Pirates (a rogue archetype), albatrosses, curses and ill omen, naval military actions, sea witches, etc. Look up Pirates of Dark Water (an old cartoon) for ideas.

This I can offer. I'm stuck on calling it Hearts of Oak, however.

I promise:

Class Archetypes (Including the Pirate one you wanted. I think there is already a Sea Witch archetype, but if not I'll make one. I also plan fighter, barbarian, and whatever else I can think of.)

Prestige Classes (Including the Admiral, a modified Battle Herald)

Rules for sailing, including how navigation works, how long it takes, crew sizes, supplies carried, and attributes for several different ship types, from galleys to cogs to galleons to frigates to whatever fantasy stuff I think up.

New naval artillery to attack enemy ships with (All medieval tech or magic. There shall be no cannons, although I am using Age of Sail ship designs for the simple reason that they are far better than cogs, and this IS fantasy.)

Rules for how ships sink

Rules for how weather effects sailing

New aquatic creatures

Random weather and sea monster encounter tables

Feats

Spells

Oh, and it also come with rules for Ghost Ships and undead crews, as well as elven ships. What's special about elven ships? They are alive. Elves mold trees into ships with magic instead of cutting them down. Some elves even live on giant versions of these ships (they are alive, so they can grow crops and raise livestock). I love the idea of an entire subrace of elves that lives on gigantic city ships. This elven subrace is non-campaign setting specific, so it should fit in Golarion or anywhere else, like everything else I plan on writing.


Evening Glory wrote:

As for the campaign settings, they'd be mostly background materiel, traits, prestige classes, equipment, and archetypes. I'd be giving advice for running Gaelic, Asian, or Russian campaigns in general, not a specific campaign, so that it'd be usable with any campaign setting, including Golarion. California, however, would be a campaign setting in it's own right, with all of the above, but tailored for a specific nation.

The Fey book would have everything Libris Mortis has, except for Fey instead of undead:

A chapter about where they come from, what they are, and how they live and govern themselves. This includes info about typical Fey dwellings, diet, reproduction methods, outlook and psychology, religion, physiology, government (including Seelie and Unseelie courts), relations with other creature types, and the like

Strategies for fighting them

Feats

Advice for having Fey in the party

Advice for Fey with character classes (such as which Fey should take what and challenge ratings)

Advice for treating Fey as having levels of monster classes (For playing Fey with high level adjustments)

Class archetypes for Fey to take or for fighting Fey

Prestige classes for Fey to take or for fighting Fey

Spells

Equipment

New Fey

Advice for incorporating Fey into a campaign or encounter

Right now, it's looking like both Sylvan Glory and Hearts of Oak, with Daimyos and Dragons and Gaelic Adventures in the background as secondary projects to work on when I need a break from constructing the two primaries (which means Hearts of Oak and Sylvan Glory will be done long before the other two).

I for got some stuff. I also promise some cleric domains specifically for Fey and some new Fey designed specifically as 0 Level Adjustment races for players who really want to be Fey in a campaign where the GM doesn't want to deal with LA.


I run PF, and use lots of 3.5 stuff from Urban Arcana and Heroes of Battle, and plan to incorporate a lot of stuff from Libris Mortis once I finish reading it. I also have library copies of the Spell Compendium, Lords of Madness, and Drow of the Underdark to flip through and incorporate.


Cheapy wrote:

Pretty sure that you can't mention golarion.

And if you plan on selling stuff, make sure that you read the PRD cover to cover!

I'd rather not sell anything. I can write just fine, but I can't put together artwork good enough to sell. I also really like making things, which is why I'm doing this. Money is irrelevant. I'll just work off the Community Use License, and create things that would work with Golarion, but would also work in a different campaign setting. It's like how Stormwrack and Libris Mortis (I'm creating what is basically Pathfinder Stormwrack and Fey Libris Mortis, so they seem the best examples to put out.) were compatible with most campaign settings. I am to do the same.


Flak wrote:
Just FYI there is a 'sea reaver' Barbarian archetype in Ultimate Combat.

I really need to start checking the SRD before I come up with ideas, not after. Thanks.


As for the campaign settings, they'd be mostly background materiel, traits, prestige classes, equipment, and archetypes. I'd be giving advice for running Gaelic, Asian, or Russian campaigns in general, not a specific campaign, so that it'd be usable with any campaign setting, including Golarion. California, however, would be a campaign setting in it's own right, with all of the above, but tailored for a specific nation.

The Fey book would have everything Libris Mortis has, except for Fey instead of undead:

A chapter about where they come from, what they are, and how they live and govern themselves. This includes info about typical Fey dwellings, diet, reproduction methods, outlook and psychology, religion, physiology, government (including Seelie and Unseelie courts), relations with other creature types, and the like

Strategies for fighting them

Feats

Advice for having Fey in the party

Advice for Fey with character classes (such as which Fey should take what and challenge ratings)

Advice for treating Fey as having levels of monster classes (For playing Fey with high level adjustments)

Class archetypes for Fey to take or for fighting Fey

Prestige classes for Fey to take or for fighting Fey

Spells

Equipment

New Fey

Advice for incorporating Fey into a campaign or encounter

Right now, it's looking like both Sylvan Glory and Hearts of Oak, with Daimyos and Dragons and Gaelic Adventures in the background as secondary projects to work on when I need a break from constructing the two primaries (which means Hearts of Oak and Sylvan Glory will be done long before the other two).


Darkwing Duck wrote:
I'm for Seas of Golorian. Don't get fancy with the title. People need to be able to easily recognize what's in the book from the title. I want undead ships, Pirates (a rogue archetype), albatrosses, curses and ill omen, naval military actions, sea witches, etc. Look up Pirates of Dark Water (an old cartoon) for ideas.

This I can offer. I'm stuck on calling it Hearts of Oak, however.

I promise:

Class Archetypes (Including the Pirate one you wanted. I think there is already a Sea Witch archetype, but if not I'll make one. I also plan fighter, barbarian, and whatever else I can think of.)

Prestige Classes (Including the Admiral, a modified Battle Herald)

Rules for sailing, including how navigation works, how long it takes, crew sizes, supplies carried, and attributes for several different ship types, from galleys to cogs to galleons to frigates to whatever fantasy stuff I think up.

New naval artillery to attack enemy ships with (All medieval tech or magic. There shall be no cannons, although I am using Age of Sail ship designs for the simple reason that they are far better than cogs, and this IS fantasy.)

Rules for how ships sink

Rules for how weather effects sailing

New aquatic creatures

Random weather and sea monster encounter tables

Feats

Spells


I have an idea for a name for this naval supplement: Hearts of Oak (If you know where I got that name, you get grog for being awesomely familiar with naval culture.).


The Pathfinder Ocean Supplement must be written (As must Sylvan Glory, which should have existed a LONG time ago, but that's another discussion)

I already have some ideas. Specifically, a Prestige Class: The Admiral. It's a Battle Herald. At Sea. It's highly similar to the Battle Herald, except Challenge works a bit differently (though I haven't decided how), Easy March helps sailors do normal shipboard tasks, and you need Profession (sailor) to get in, not Profession (soldier).

Now, if this were a Core Class, this would be perfect archetype materiel, as it still keeps most Battle Herald attributes. However, it is not. It is a Prestige Class. Should that matter? By the RAW, can a Prestige Class have an archetype? Is the RAW silent on this issue? If so, is it unbalancing for me to go with my gut and allow Prestige Classes to have archetypes?


Also, I promise Oceanic Fighters. It's a fighter archetype. For sailors. Need I say more? Perhaps a Barbarian version. LONGSHIPS FILLED WITH NORSE BARBARIAN SEA WARRIORS!


Lincoln Hills wrote:

Like Purple Shade, I think that Seas of Golarion would make an excellent sourcebook. Vessel types sailing from Vudra, Tien Xia, the Pyramid Craft of the Azlanti* - also a wide array of new nautical monsters (personally I'd love to see the Giant Nautilus) - and maybe detail a few of the less nomadic undersea cultures, such as the Land of the Sunken Dead* with its nightwave overlord and the air-filled Thassilonian domes under Golarion's northern icecap.* A few statted encounter sites such as the Wandering Island* and the thermal vents where the Kraken gather in the breeding season*. Also, some good tables for determining weather would round out the book nicely.

* (Which I just made up)

I suppose that could be cool, but I have very little familiarity with Golarion (I never did get the setting books or adventure paths), so I'm not the best person to ask. If I go the Daimyos and Dragons route I will make up my own countries, but in such a way that compatibility [at least with prestige classes, feats, archetypes, spells, monsters, and stuff] with Golarion exists.

I could do a Pathfinder version of Stormwrack, and being a former sailor (though one with a short service period do to a medical discharge) I'd take great pleasure in doing so. I wouldn't create any Golarion specific vessels, but I WOULD create ships with Chinese, Greek, Korean (Turtle ships FTW), Norse, and what-have-you flavor and whatever fantasy ships came to mind, so you would definitely get Asian ships. I'd also give you Polynesian watercraft (The Polynesians were once awesome sailors). Nautical monsters? Could give. Rules for what storms do to ships and how ships sink? Could give. Weather tables? Could give. Create medieval implements of naval destruction instead of going the Stormwrack route and giving people cannons? Why yes, I would.

I assume the Azlanti Pyramid Ship is Egyptian? Could make. The Land of the Sunken Dead sounds AWESOME.

...Yes. This sounds good. Right now, this document and Sylvan Glory sound the most attractive. Perhaps I could write both? Ideas for names for this Naval supplement?

EDIT: To be clear, though not expressly designed for Golarion, this naval supplement should easily work with Golarion. I plan for this naval supplement not to have a specific campaign setting, but instead use real life culture bases and non-human (elven, dwarven, gnomish, etc) ones as necessary. That way GMs can apply the rules to their own Campaign Settings. It worked for a lot of 3.5 supplements, so it should work here.


Purple_Shade wrote:
Evening Glory wrote:


Update Pathfinder to the Age of Sail (17th, 18th, early 19th centuries)
Personally I'd love to see a bit more for in the way of sea fairing adventures. However, if you do, could you *please* try to not make it too European-centric? I know that the major amounts of sailing that we read about, was done by them, but I don't see why we have to confine our fantasy worlds to the same fate as reality. Nor were europeans the only sea-faring peoples. So if you could, variety of flavour would be greatly appreciated. (Though if you don't have the energy or patience, I'd still be interested in a standard euro-centric sea setting [notably since there don't seem to be that many] just less so)

If I want this way, I was planning to give "China" parts of "South America" as colonies and write in that "California" and "Hawaii" were "Chinese" and "Japanese" colonies at one point in time.


If I do decide to go with the Book of Fey, I would perhaps call it Sylvan Glory instead of Fae Leabhar, which, in retrospect, sounds stupid.

Also, I found some information that'll be great if I do decide to write Sylvan Glory.


I've posted ideas for updating Pathfinder to the Age of Sail and 1890, as well as a suggesting of a Medieval California campaign setting. The issue is that I have a lot of ideas floating around my head, and I'm not sure which to use, so I'm flitting from idea to idea haphazardly.

Well, since the idea of writing these campaign settings is for others to read them, I think the best way to narrow down what I should write is to ask you guys what you would read, and then write that. So here's a list of all the ideas crowding my head at the moment:

Update Pathfinder to the Age of Sail (17th, 18th, early 19th centuries)

Update Pathfinder to Steampunk 1890s Tech

Update Pathfinder to Magitek 1890s Tech

Medieval California Campaign Setting

Greece Campaign Setting

Russia Campaign Setting (Including Native Siberians)

Daimyos and Dragons (My version of Oriental Adventures. Split into Japanese, Chinese, Korean, Southeast Asian, Indian, Tibetan, and Mongolian sections instead of the incredibly Japan centric 3.5 version.)

Fae Leabhar (Remember Libris Mortis and Draconimicon from 3.5.? This is like that, but with Fey.)

Gaelic Adventures (Oriental Adventures, but Celtic.)

I definitely want to write you guys something, but I want it to be something you'll read, so I'd greatly appreciate feedback on which of these you'd most want to see.


I heard there have been some changes in the arcane magic system since 3.5, but I wouldn't know. I never really used it in 3.5. Now, however, with the Witch class and Sorcerer bloodlines, I'm really liking arcane spellcasters. I even got my hands on a copy of the 3.5 Spell Compendium. However, seeing as I don't know what changed from 3.5 to Pathfinder, I have no idea what needs to be done to use this book with my game.


ShadowcatX wrote:
I don't see how mentioning its use (in a fantasy setting) is any more of a violation than mentioning the use of alcohol would be. Didn't Gandalf smoke pipe weed or some such?

I always thought that was tobacco or something.

What worries me is that marijuana is illegal in the US and Canada, which might make it's mention adult content, which is verboten.


Let's say I'm using the Community Use Policy to create a campaign setting. If I mention that, in the country covered by this setting, marijuana is used somewhat commonly alongside tobacco and alcohol, am I violating the CUP provision against adult content? I'm not actually introducing rules for what happens when you use pot, I'm just mentioning that it's use is both somewhat common and legal.


Here is the updated version.


There is one thing I forgot to add into the preview. Masterwork revolvers gain +5 ft of range along with the normal masterwork bonuses. I'll have an updated preview up after I eat something.


1 person marked this as a favorite.

I have just uploading a preview of this campaign setting. You can get it here.

This is not a large preview, and you need Microsoft Word to open it. I wanted a PDF, but my copy of Adobe is going to charge me for that and I don't have the money to spare right now, so RTFs it is. This preview has a very basic cover page, an intro, and the weapon stat blocks and descriptions for knives and revolvers. I'd appreciate comments on it very much. I'd also like to know if the front is compliant with the Community Use Policy. I think it is, but this is the first Community Use Policy document I've made, so I may have screwed up without knowing. If I did, I'd like to know so I can fix the problem.

There is a second preview in the works with rifles, shotguns, and suggestions for tweaking classes. I'll start with only a few classes, post those in the next preview, and move from there.


Liz Courts wrote:
Evening Glory wrote:
Witch. I want to badly to reed about Pathfinder's Iconic Witch Character, but there is no information other than name, race, deity, homeland, and alignment (Chaotic Good makes me want to learn about her even more. The good characters at the coolest.). If Pathfinder cannot provide, perhaps Raging Swan can.
The iconic witch (Feiya) isn't available for use by third-parties, but I'm sure Raging Swan is more than capable of coming up with a new iconic witch to use. :D

That's what I was suggesting. I'd never ask them to breach their contract. Sorry for the confusion.


Witch. I want to badly to reed about Pathfinder's Iconic Witch Character, but there is no information other than name, race, deity, homeland, and alignment (Chaotic Good makes me want to learn about her even more. The good characters at the coolest.). If Pathfinder cannot provide, perhaps Raging Swan can.


DΗ wrote:
jlord wrote:

One way to have randomness in a more reliable curve of stats is to use playing cards, 2 suites, #s 4-9. Shuffle them up and pull two cards for each stat. (Do NOT replace the cards in the deck, you should have no cards remaining at the end.) If I remember correctly it is usually about equivalent to 20 point buy.

doing this you won't get 3 18s because to get and 18 you need to pull both 9s at once and then they are out of the deck for the rest of the stats. if you get an 8, that means you pulled both 4s, so they are out and the rest of your stats will be higher.

I've been doing it this way for years. If I remember correctly though, the array you suggested gives you something more like 25 point buy.

Personally, I use a lower selection of cards (same number, same range, but not an even distribution between the cards) so in the end I have one 9, one 8, two fours, and the rest of the cards are made up of numbers 5-7. I use a combination that either gives 15 point buy, or 20 points buy.

Lately, I tend to go closer to 15 point buy.

What if I wanted 30 point buy? Is there a good card array for that? Gestalt characters love to chew up ability scores, so I need big ones.


After some thought, I'm really thinking I may just take caliber out of it as far as damage is concerned. I looked through my D20 Modern Weapons Locker, and a .45, a 9mm, a .357, and a .38 all have the same damage value. If it works there, it should work here. Furthermore, smaller guns still fire rounds like the .38, though they do have shorter barrels, so small characters would lose out on range and not damage. The only thing the caliber of the weapon would effect is whether you can scavenge ammo from dead and wounded people and abandoned areas. Large characters, however, may have larger rounds like a .50. Anything above large or below small doesn't have access to mass produced guns sized for them.

As for small guns like .22s and derringers, those have a separate range of types.

I'm thinking that shotguns HURT at close range (3d6 dmg compared to 2d4 for the average revolver and 2d6 for the average rifle), but they have a small range increment, and lost damage rapidly as they leave it. Birdshot can attack everything in a 5 foot square (though it doesn't do the mega damage buckshot does, it'll kill a bird), but buckshot needs to be aimed at a single target (IRL scatter guns don't spread their shot enough to hit multiple targets until they've hit a range where accuracy is gone).


I'm still working on this.

Now, I've been researching weapons for the equipment list. I started out with knives. I want to touch on the wide variety available in this time period, but I really don't want to write stats for 40+ knives that basically have the same combat functions. So I came up with a different way to handle it. Instead of stats for individual knives, I have stats for four knife types. A couple unique knives get their own stats, but most belong to one of the four categories.

Fighting Knife

This is a large bladed knife, such as a Bowie knife or military dagger.

Chopping Knife

This is a chopping blade, such as a machete, bolo, panga, or mandau

Small Knife

This is a small knife with a fixed blade, such as a boot knife or neck knife.

Deploying Knife

This is a knife with a blade that is stored in the handle until use. Folding knives, gravity knives, and butterfly knives are all examples.

With firearms, the same basic idea applies. Instead of inventing a whole bunch of different designs with their own stats, I've created basic stat categories. For revolvers, I have three.

Cap and Ball

These are old muzzle loading rifles, in which a powder charge and ball are packed down the barrel once for each chamber, and percussion caps are added to nipples on the cylinder. They take forever to load and are less accurate than cartridge firearms, so these weapons have become obsolescent. They are still occasionally found, however.

Side Gate

These cartridge revolvers are loaded by opening a gate at the back of the cylinder and pushing a round in, rotating the chamber by load, inserting another round, and so on until loaded. Spent casing have to be extracted one by one by pressing on a lever under the barrel. These weapons are simple and sturdy, but reloading does take a long time, although not as long as with a cap and ball weapon.

Swing Out/Break Open

A swing out revolver has a cylinder that swings out on a hinge and usually has an extractor capable of extracting all the spent cartridges at once. A break open revolver breaks open at the breech, tipping the barrel and cylinder downwards, and also usually has an extractor that can extract all the spent casings at once. Both are quicker to load than the side gate model, if a bit more expensive and slightly more complicated, and are identical in game statistics.

Now, here is where I run into a wall: caliber. I need to determine how much it matters. Should revolvers just come with a flat damage value, or should I have a list of damage by caliber? I lean towards flat damage values, but is that the right decision? Are people going to want .45s and .38s to feel different in game terms, even if that complicates things more than I think it should? What about small characters? Should they use smaller guns than medium characters? Does that mean they need to fire smaller calibers, or just smaller guns fit in their hands better but lost ammunition capacity and range do to their size?


Psisquared wrote:
If a T-Rex makes a rules suggestion, I follow it unless a Red Dragon says otherwise.

Especially if the T-Rex helped write the rules in the first place.


DΗ wrote:
Irontruth wrote:
DΗ wrote:

..

Personally I dont think the Rogue should have competitive DPR. 75% DPR is about right, but not 95%.

I think he should be using non-magic attacks to inflict debuffs, crippling, disabling, or weakening the enemy in ways other than hitpoints.

Stop the enemy from being useful on their turn.

[Edit]They're not a fighter. They should be doing sneaky sneaky stuff, and fighting dirty, all the time.

But they do need the ability to contribute more in combat.

I'm now thinking about adapting the Battle Oracles revelation, Maneuver Mastery, for use as a rogue talent.

Yeah. they could use some more rogue talents that are good.

I just finished writing a first draft of a Rogue Archetype because of this thread. I sent it to a couple people to test it. I was hoping it could be my first foray into 3pp.

It's a beta, but some of the Talents look pretty good. Can't vouch for balance until it's been playtested, but it looks promising.


Blue Star wrote:
Most of the Irish heroes are awesome, typically going out by themselves and steam-rolling things that usually take armies to accomplish

Then we have Finn McCool, who got so pissed off at a Scottish rival that he picked up a chunk of earth, threw it at him FROM ACROSS THE IRISH SEA, and missed, hitting the sea and creating the Isle of Man.


rat_ bastard wrote:
AM CLERIC wrote:
AM DRUID wrote:
DRUID AM BEST CLASS.

DRUID AM SQUISHY SOFT. CLERIC AM STEELY HARD.

WHAT? AM TALKING ARMOR. "HIDE" AM WHAT YOU SHOULD DO IF YOU AM WEARING IT.

If only there was some creature with a steely hard hide that the druid could murder to fashion some sort of metal armor equivalent with.

Or you could get some ironwood.


Malignor wrote:
Evening Glory wrote:
Blue Star wrote:
I've never even heard of Cú Chulainn, before now, I suppose I could look him up, but he appears to be a Roman hero, so he will be amongst the least impressive on the list probably.
Congratulations. You just pissed off the entire Irish population.
No kidding. Cu Chulainn, less impressive? Yeah, from what I read, he'd give Beowulf a glimpse of the next world. That guy was crazy. Loved his near-cyloptic warp spasm.

I was floored more by the Roman thing than anything else. But, yea, he was a badass.


My initial impression is that I like most of the new talents very much, as well as some of the feats. I can definitely see myself using them. Not so much the alternative sneak attack rules, but that's because I dream fondly of seeing a sneak attack free rogue. If one happened to be added to this book as an alternative rogue class, I would be much pleased. As for the archetypes, I have to say I like the ideas of the Ruffian and Divine Assassin, but not so much the other ones.

As for actual playtesting, that'll have to wait until I have time.


Downloaded. I think this kind of supplement is a great idea, and I shall flip through it at once.


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Blue Star wrote:
I've never even heard of Cú Chulainn, before now, I suppose I could look him up, but he appears to be a Roman hero, so he will be amongst the least impressive on the list probably.

Congratulations. You just pissed off the entire Irish population.


Dotting for reference.


Raventhorn wrote:
Umm evening glory not to nit pick but you cant have two diff archtypes for same class

Actually, the Advanced Player's Guide says you can if they do not replace the same class features. It's on Page 72. The two archetypes I chose do not conflict with each other.


One more thing. I added the Skirmisher archetype to her, so she's a Ranger with both the Guide and Skirmisher archetypes, which do not conflict with each other.


I'm fine rerolling HP.

I edited the background a bit. She fully intends to see her grandfather punished at some point, but at the moment she has neither the resources to fight him, nor the influence to have someone else punish him. She also has a sister (Lawful Good Wizard) as badly in denial about her grandfather as her mother, and still in active military service to the man.

The reason her family is so lawful is that they are nobility, and rule a fair amount of land (though Camilla knows better than to show her face in this land after standing against her grandfather). As such, they tend towards law.


I've got a preliminary character sheet for you. I changed her class to Ranger, but that doesn't effect her background. She still served a noble as a soldier, just not as common line infantry. She was a scout, and I think a Ranger with the Guide and Skirmisher archetypes fits that well.

Camilla Soreni:
Camilla Soreni

Female Human Ranger (Guide and Skirmisher Archetypes) 6
Lawful Good
Representing Evening Glory

Strength 14 (+2)
Dexterity 18 (+4)
Constitution 12 (+1)
Intelligence 12 (+1)
Wisdom 14 (+2)
Charisma 9 (-1)

Size: Medium
Height: 5' 5"
Weight: 130 lb
Eyes: Hazel
Hair: Red Straight
Skin: Light

Total Hit Points: 45

Speed: 30 feet

Armor Class: 18 = 10 + 3 [studded] + 4 [dexterity] + 1 [dodge]

Touch AC: 15
Flat-footed: 13

Initiative modifier: + 4 = + 4 [dexterity]
Fortitude save: + 6 = 5 [base] + 1 [constitution]
Reflex save: + 9 = 5 [base] + 4 [dexterity]
Will save: + 4 = 2 [base] + 2 [wisdom]
Attack (handheld): + 8/ + 3 = 6 [base] + 2 [strength]
Attack (missile): + 10/ + 5 = 6 [base] + 4 [dexterity]
Combat Maneuver Bonus: + 8 = 6 [base] + 2 [strength]
Combat Maneuver Defense: + 22 = 10 + 6 [base] + 2 [strength] + 4 [dexterity]

Languages: Common Elven

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]

Hand Axe [1d6, crit x3, crit x2., 3 lb., light, slashing]

Greatsword [2d6, crit 19-20/x2, 8 lb., two-handed, slashing]

Composite Longbow [1d8, crit x3, range incr. 110 ft., 3 lb, piercing]

Studded armor [light; + 3 AC; max dex + 5; check penalty -1 20 lb.]

Feats

Dodge
Mobility
Endurance
Point Blank Shot
Far Shot
Precise Shot
Shot on the Run

Skill Points
Acrobatics 6
Climb 6
Heal 6
Knowledge (geography) 6
Knowledge (nature) 6
Perception 6
Stealth 6
Survival 6
Swim 6

Hunters Tricks

Trick Shot

Favored class points: Hit points +0; Skill points +6

Human

* This human chose +2 to dexterity (already included)
* Extra feat at first level (already included)
* Four extra skill points at first level (already included)
* One extra skill point at each additional level (already included)

Ranger

* Guide Archetype

* Ranger's Focus

* Terrain Bond

* Bonus to tracking

* Combat Style Archery

* Endurance

* Wild empathy (roll level + charisma bonus)

* Endurance

Class HP rolled
Level 1: Ranger 10
Level 2: Ranger 10
Level 3: Ranger 3
Level 4: Ranger 1 + 1 to dexterity
Level 5: Ranger 8
Level 6: Ranger 7

Equipment

Quiver
Backpack
Bedroll
Flint and steel
Ink vial
Ink pen
Rations
Spyglass
Waterskin
Whetstone
Healer kit
Spell component pouch
Notebook

Total 58 lb

I haven't purchased her magic items yet. I'm waiting for approval of her stats and non-magical gear as they stand.

EDIT: I also think it might be interesting if the noble who's employ she left was her maternal grandfather (A Lawful Evil Fighter). He had Camilla's father assassinated and blamed another noble for the deed, which was the catalyst for Camilla leaving him. What with him having murdered her father, they'll definitely meet again, especially since her mother (Lawful Neutral Rogue), who Camilla does not want to cut off contact with, is in serious denial about the man's evil and responsibility for her husband's death. Camilla doesn't have the resources to take him on at the moment, however.


I've never played PbP before, but I am definitely interested in this campaign. I'd like to play a Lawful Good Fighter who originally began her career as the foot soldier of a local noble, and continued as such for around 3 years, but who has recently resigned do to ethical qualms about the actions and motives of the noble in question. At the moment her objective is to find a new cause to champion and leader to serve under. She's currently resting at the Friendly Arm Inn on the way to Baldur's Gate to see if she can find a more ethical noble to offer her services to, but if she were to find an adventuring group doing something she felt was a worthy task she may abandon this plan and offer her services to that group.

I'll get a character sheet up soon.

EDIT: As to her lack of renown for her deeds, it's because she's former military, and her she her time following orders, not her own plans, so her accomplishments are credited to her commanders, not her. To top it off, she's not particularly boastful or glory seeking.

Classes/Levels

God

Gender

Male

Alignment

CG

About Caysin

Caysin:

Titles The Laughing Blade, The One Among us, The White Rose
Domains Chaos, Good, Liberation, Luck, Protection
Subdomains Good (Redemption), Liberation (Revolution), Luck (Fate), Protection (Defense)

General Personality and Attitude
Caysin is a lighthearted god who believes in few shackles on life. He fights against oppression and unjust rule in all of their forms. He laughs and jests about everything, believing that is the only way to properly enjoy life. Sometimes his carefree attitude leads to carelessness.

Background
Caysin was born a man into the slums of the heart of a tyrannical nation. The law was cruel and unjust, draining the life from the people to feed the power hungry nobles and tyrants of the land. Caysin began an uprising of the people to throw off the heavy shackles that bound them. Caysin found a job near the tyrants and spied on them, feeding information to the revolutionists. It took many years of spying, stealing weapons, and planning, but eventually there was a full-fledged revolution. Rivers of blood ran through the streets as the hellknights and liberators cut each other down, but at the end of the day Caysin and the people were free. Caysin was found dead at the steps to the king's throne, a dozen dead fully armored hellknights around him. He wore no armor, his right hand clutching a dueling blade and his left clutching a white rose, now spotted with blood. On his face was a smirk, as if he had died laughing. But as his friends reached down to claim his body it faded away, the only things left behind the thin blade and the bloody rose.