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Definitely the ones I've already written up in the Google Doc in the first post. Hupias, Ciguapas. I also have some homebrew monsters, like a howler monkey/jaguar hybrid. In addition, on my laptop, I have Zemis written up as an outsider group similar to Kami. These guys are focused on possessing idols to interact with the material world. Most are actually Small or smaller, even the higher CR ones, though I have a Stone Zemi that is Tiny but has a power to make itself Colossal. Each zemi is named from a Taino word I researched for each one.
I'm also working on Naguals. It started as a monster, then a template, and finally I think the Nagual should be a Prestige Class. One made for Shamans, Witches, Druids, and Oracles (and really any nature caster).
That's what I have so far. Haven't worked on the bestiary as much of late, but there are still other Caribbean monsters I want to add, like the Lagahoo, Lusca and Chickcharney (ones that are different from the Paizo Inner Sea Pirates versions due to not being OGL), Douen, and Duppies, Will do that when less sick.
So this week, I'm sick with the flu, which means I finally have days off and I can begin more work on fleshing out my setting more. I definitely hope to share it with you guys in the coming weeks so that there can be some more inspiration for Arcadia in this thread.
So far I have three pdfs being written. Anacaona Player's Guide, a brief primer to the races, ethnicities, colonies, and history of the setting; Anacaona, The Sixth World, a DM focused book with more in detail about religions, relationships between the island kingdoms, and the cosmology; Anacaona Bestiary, which features creatures from American folklore, both ancient and recent, North and South and everything in between.
I have a couple of adventure ideas too, but I'm waiting for the local gaming store to open first. It'll be nice to finally get my nerd on in Ft Lauderdale without having to drive 30 minutes.
So I'm half way through 4, with 3 fresh on my mind. I know about the ending thanks to facebook ruining it, though that doesn't bother me. I'm of two thoughts. The first is that I've only seen some build up to it in four, none of the other seasons. I'm on the Operation Beifong episode and the most I've really seen is Korra sending letters only to Asami, and Asami and Korra getting mad at each other during her return.
On the other hand, the entire series is filled with "love at first sight" tropes, especially with Bolin. And while I personally think it's been a bit much for my tastes, cleary Korrasami isn't the only love at first sight trope they've had, so I don't really have any issues with it.
Maybe they build it up a bit more after Operation Beifong. I'll see tonight.
True but we did have more information about S* than we do with Giantslayer. Going to Leng, dealing with Kaer Maga and Windsong Abbey. With this, all I really know is that there is a frost giant graveknight and you can team up with a dragon. I'm sure the AP will be fun and well written, but just based on the little descriptions we have, I don't feel compelled enough to buy them. I want to know more about GS.
Ambrosia Slaad wrote:
Yeah my gf and I have thought about tying the knot once that happens, since under FL law she is still considered a man and thus, no marriage. Though things are super busy with work and school and me having the flu now, so might wait.
For the chosen one it's pretty easy even if the character dies, have the other characters be like "Whelp, our chosen one is dead, let's try to find a different solution to the problem" and they continue playing, and the chosen one's player rolls a new character. Just because someone is the chosen one, doesn't mean they have to fulfill their chosen role. Also the way I run it is that the chosen one gets a large amount of circumstantial good and bad things happen to them(I.E. They have more influence on the world around them indirectly) It's also good if you make it so the chosen one's abilities are unique in some way. An example being the chosen one caster bringing back an ancient form of magic(wordcasting) or creating a secret fighting technique(monkey style+Longbows).
This does make sense and would be how I do it if I did do it. I was originally inspired by the Occultist class in 13th Age, where the default is that only one person in the world is an Occultist. So I was thinking how to run something like that.
Perhaps chosen one or prophecized hero is the wrong term for it. What about someone who is a scion of something? Like Helcack mentioned, the last word caster or the last Qinggong monk, or whatnot.
Those are all good points, especially the character death. In a game with hero points, I could see it being less of an issue.
I suppose I'm thinking less of a "prophesized hero" or power boost and more of like, say, a title or such. Like, for example, you are the last in a bloodline of kings and queens in a wartorn nation and the campaign is about bring that nation back together. That way, there isn't a direct power boost from the "chose one" hero.
Still, death would be an issue, one that can't really be dealt with without making the game easy mode or fudging rolls. I have an idea for a "TPK" afterlife adventure, but that's probably for another thread.
Perhaps the campaign could be less tied to the "chosen one". Like, the chosen hero has a title that may have some miniarcs revolve around their status, but the overall campaign won't be heavily revolving around their status?
Also remember, this is all dependent on all of the players being okay with this and the PC chosen hero being mature enough to not make the other players seem like slaves. Think Avatar the Last Airbender/Legend of Korra, style relationships.
So, this is a trope you see in a lot of media, from The Last Airbender to Kung Fu Panda, and even in some of Paizo's APs. One person is "the chosen one", whether that means they are a lost heir to a kingdom, the bridge between this world and the next, or the last of a bloodline of powerful people.
So the question is, when you have a player who wants to do this, and you want to encourage it with the group's blessing, what are some good ways to go about it without invalidating and overshadowing the other players?
And for players who are interested in playing this trope, what is some good advice for doing this?
Any and all advice is appreciated :D
Also, teaching war orphans to not go raiding and pillaging other peoples is a far cry to what the Indian schools were. It's a comparison of generalities (kids being educated against a previous culture) without looking at the specifics, which make both a complex and much more unrelated case.
Also, we are missing an important point in Mikaze's post (at least about the orcs I haven't read all of them). They aren't being forced into compliance against their natural tendancies of aggression. In fact, it recognizes their predisposition and shows venues to channeling that in a positive manner. They aren't stripping down what it means to be an orc or hobgoblin. Rather, they are helping them take their natural predispositions and using them for positive means. And not to become a slave race or second class citizen, but to become aware of what their culture does and to be given the tools to choose a path other than mindless violence. In Mikaze's case, it'd be a half-orc paladin of Sarenrae :p
A bit off topic but I thought it was psychopath that had become an obsolete term? Then again, the medical world does change alot in a year.
Erik Mona wrote:
Honestly, I think this is a good idea. Expanding chakra use to other martials would be really awesome. Either with feats or with archetypes. I think it'd be cool to play a fighter that uses ki and unlocked chakra potential. Or a reincarnating kineticist that unlocks all seven chakras to
Also, will some Amerindian mysticism be present in this? Things like spirit quests, Mayan medicine, hallucinogenic snuff, reincarnation, tonalli, naguals, and totemism, etc. I remember briefly reading about chulel, the word for soul in Tzotzil people, acting in a similar way to chakra but is made up of 13 parts in the human body.
Honestly, there really isn't enough information on this AP for me to really decide if I want it or not. I think I know more about Hell's Rebels than Giantslayer. Although the Frost Giant Graveknight in Book 4 sounds cool.
Consider me tentatively interested when more information comes out. But right now, Hell's Rebels sounds more compelling than Giantslayer.
David Neilson wrote:
I am curious what they are going to put in this. The way I see it the three branches of Melee combat are THF, TWF, and Grapple. Maybe we will get a Jouster Swashbuckler archetype?
Don't forget Sword and Board (similar to TWF but different enough to be its own beast) and reach weapon.
Voice acting is a funny thing and unlike visual acting, you can get away with not matching the race, ethnicity, gender, and age of the character. As long as the voice actor does a great job at matching the character.
Look at Avatar The Last Airbender and Legend of Korra. The first series, despite being primarly drawn from Asian sources, had very few Asian voice actors. Mako, James Hong, and Sab Shimono were the prominent ones, taking on Iroh and other various voices (some of the original Airbender chiefs, the old earthbender that chased after Toph in Season 2). The lead cast of five (Aang, Katara, Sokka, Toph, Zuko) are voiced by four white kids and one Philipino guy (who was Rufio in Hook, fun fact :) ), despite being characters inspired by Chinese, Tibetan, Inuit, and Japanese cultures. And in some cases, the age doesn't even match (Zuko is voiced by a guy in his 30's). Also Zelda Williams plays a large part in the latter seasons of Korra, and Mark Hamil is the great Fire Lord Ozai. Yet, all of the voice actors do a great job at portraying their characters, despite not matching race.
Of course, I can understand wanting to allow more transpeople access into acting in general. It's a good goal to go for and it would be nice to have that representation in the industry. It's a hard balancing act with voice acting, getting someone that fits the character AND matches the character's race/gender/ethnicity/age/etc.
J may actually have time to write this week! I actually have a legit day off finally on Thursday. Ive been meaning to work on writing up zemis as native outsiders that attach themselves to idols to interact with the Material Plane. I want to write up at least four, but I may just do as many as I can and just post it on Thursday.
Yeah it would suck. It's why only the BBEG would have this power and it'd only be used on the PCs for the final fight. Though they'd definitely see it happen a lot.
I think for divine it'd be more like cutting off the link between their god and the worshipers.
So I've been catching up on Legend of Korra and it has be thinking about home brewing a magic removal spell or ability. So I figured I'd crowd source some ideas from the forums here.
1) What level should a spell that removes magical abilities be? 9th? Mythic?
2) Should it be a save or suck type of spell, or should should it be more incremental? Assuming this is used on PCs, it would suck to instantly lose ALL of your class abilities due to a failed save. Of course, there will be a way to "unlock" it again with an opposite spell, but still, that probably won't be available for awhile (just to keep the tension up story-wise).
3) What flavor would be made for removing all the types of magic? Arcane, Divine, and Occult?
Thanks for any and all suggestions.
Actually that's Divs, not Asuras.
Also, I guess elementals would count.
Well, according to Pathfinder's Wrath of the Righteous
There is a Risen Succubus that can help the party. She is somewhat a unique creature, though the basic chassis is still a succubus, even with the profane gift. But she is CN and it is fully possible to make her CG. It took a vision from Desna herself to change from evil, but it still was the catalyst for her rising.
Besides, devils are pretty much fallen angels right? Means alignment for outsiders isn't as draconic, though it'd take a great epiphany to change it.
Also, according to the Bestiary 3, Asuras can become good.
Of course, at the end of the day, it is up to the GM.
Also, I vote for quest for atonement.
I like that. Did some reading about the show itself. Interesting how they used the Boiúna in the show. I may have to steal that, at least for the name. The Boiúna River!
I like this idea, though what if we reverse it? What if the river turns people into mindless beasts? A curse that drains your Int and drives you insane with the primal call of the wild.
Roger Corbera wrote:
Do you know about the Sargasso Sea? It's in the route to America, and I think it's a great place to have a ship traveling to Arcadia (or back) trapped. Finding other trapped ships, oceanic wendigos, shambling mounds, etc.
I like this idea. Wasn't there a seaweed monster in the Bestiary?
I think the main difference between time travelling consequences and post-AP consequences is that for post AP, it's a bit easier to know how things will change since it isn't so far into the future and there isn't a second "timeline" to compare it to. For time-travelling, you have to think how the present changes, especially the further back you go.
I could definitely see time travelling in the style of Earthbound (Mother 2) or Final Fantasy 1, where you travel back in time briefly to fight the final boss. Or, perhaps a somewhat limited travelling like how Rasputin Must Die was a limited travel to Earth?
I like time travel to the past, but it can feel a bit railroady since history has to happen. I much prefer travelling to the future.
I actually did this very thing a couple of years ago. It was a half orc/nixie couple. I made the daughter a half orc water sorceress and wrote her up as an NPC, then made her a young character with the Ultimate Campaign rules. She was never meant to be a playable character, so I didn't sweat the stats too much.
I never understood the summoning demons to save orphans. Couldn't a caster just summon an angel to do the same thing without the chance for turning evil? The idea kind of summoning devils to fight evil falls flat on its face when most fiends have resistances to each other, and most summoning spells can summon celestials as well as fiends. So I don't really get the appeal from an in-game perspective.