Steven "Troll" O'Neal wrote:
There is nothing technically wrong with it, I just think classes should get really unique things to end with. Yet again, no big deal.
+5 Toaster wrote:
I drift back and fourth; been very busy I am afraid.
Silent Saturn wrote:
Guilty of using this in my games were a massive blow was when ever you took half your current HP. DC was a static 15 but I ditched the rule with my newest group.
Also, and I still use this one when I GM, I change rounding down for rounding up. Everyone I game with usually loves it, even use it themselves but I had one guy who flipped and dropped any plans of gaming with us when he heard the rule. Is it really that horrible?
Little Red Goblin Games wrote:
Still sounds pretty interesting to me. I am really looking forward to this setting- I personally don't care for Paizo's default setting; may favorite third party one is Cerulean Seas but everyone I play with refuses to play it because it is underwater. Necropunk looks just as interesting and unique though and my players are actually as interested in it as I am.
It's late, I'm wide awake, bored, working on my ever growing range of Pathfinder knowledge when I had a random thought: are there alternative systems for actions in a round? I mean an alternative to the full, move, standard, etc. rule set we are used to.
Not that I dislike the basic rules in the book but I was just curious if any 3rd Party or previous editions had different rules for actions in combat.
Specifically I was wondering if anything had ever been attempted that was like the original Fallout action points: where every action has a AP[action point] value set and characters have a AP pool based on stats, items, spells, etc.
You know Dreamscared Press has all of these stated in their Psionics Unleashed Book, right?
I agree with Byrdology above me. I hate to disagree with so many people but ToB classes as are are NOT good to run in a Pathfinder game as is due to one big issue: they go on and on with little penalty. When I first started running PF I had one player run in with a Swordsage- in game and in dungeons especially he would clear a room and have full resources a few seconds later. For everyone else in the party this was not the case. Wizard went low on spells, monks ran out of ki- Hell the fighter ran up on arrows. But the Swordsage? 'We can't rest; I can keep going so you'd better!'
Listen, the ToB has great material- except no limits. So you just need to fix this. I did giving the different classes maneuvers per day like spells and giving them ki polls that they could use like a Magnus's arcane pool. However my player freaked after the change and refused to play the class after word so I can't say for a fact the changed worked. Still, if you give me time to dig up these remakes of mine I would be willing to hand them over to the community as a hole.
+5 Toaster wrote:
depending on the campaign locations i would want to be either a shirego Barbarian/ranger, or Dreg egoist. obviously water availability is key to the choice.
Of course. While I am still not sure on where it would be, I was either thinking the Badlands or Charkt, the Mangrove Tree Islands.
On the huge continent of Triyarch stretch massive plains of various kinds, broken only on occasion by large forests, jungles, and such. While many races and creatures call the land home, only one species has claim as it's master- the enduring and clever Urebest.
Physical Description: Of all the races in the world, the Urubest are perhaps the most varied, in both appearance and culture. However there are certain qualities they share. All Urebest are biped saurians, with a slightly hunched stance; they have a jutting muzzle and are covered in scales. Typically they will stand at a rough six feet while stretching up and the only outward difference between the sexes is that males are usually brighter colors.
Aside from these traits though the Urubest are very varied in appearance. Some clan-packs tend towards dull scales while others walk around with bright plumage. Scholars have surmised that both genetics and environment play into an Urebest's appearance while the raptor folk just hold it as a way of distinguishing clan-packs.
Society: Urebest society is different. The very essence of freedom, they are nomadic to the extreme with only prevalent structure their culture, the moot. Moots, named so after what clan gatherings were called, are small hamlets or sometimes just a single super structure. These are inhabited by communal sages that act as advisers in times of need, as well as doctors, lawmen, teachers, and scribes. The moots act as clan forums, as roughly twelve clan-packs will share a single territory and moot. Clan-packs will stay in moots every so often to replace gear, treat the wounded, catch up on local events, and mingle with other packs. Also eggs and hatch-lings will be left in moots, raised by the sages until old enough to travel with their pack. In times of need or just when danger leers its head, the sages will ask the most able clan-pack to go and resolve an issue threatening the area.
The clan-packs themselves wander there shared spaces, hunting and fighting on their borders. They carry little with them save for what the individual can, the exception being a few clans who find the need for tents. These clan-packs consist of usually forty members, give or take. They are lead by at least one witch, sometimes a coven, and one chief the pack 'nominates.'
Traditional Urebest warfare is not true warfare. As clan-packs are small and value individual strength, war between clans typically have one clan chasing down another and then having their chiefs fight to the death. In fact, when the Vaem and Wyrm Court marched on them centuries ago they were not prepared for fighting against legions and organised columns. Thankfully the Urebest racial hero, the Only King, Gallias the Scared Scaled, managed to unite the race as a whole and slay their enemies. Thus far no other has tried to take the title, though the Gradmaster of the Scared is always looked to as the defender of all the People.
Relations: Among the other races of the world, the Urebest have a near symbiosis with the Pech. The pech of course act as craftsmen for the Urebest and, although they have many elemental wizards themselves, as mages for hire. The Pech even live exclusively on Urebest territory, ringing it and at the base of mountains. The Urebest tend to not hate the Vaem, but do dislike how the Vaem simply forget their siege of Urebest lands and try to be happy friends.
Lreeko annoy the Urebest, but the raptors respect the smaller reptiles for their warrior lifestyle. Pnubiaz freed from their Wyvern masters often run into Urebest lands for protection. And the Dregs can be found further in land in the territory of coastal clan-packs, trading knowledge for resources.
Religion: Urebest religion is simple, with clan-packs revering a patron their witches make pacts with. some simplify this as nature worship, but the Urebest insist that specific aspects of nature be worshiped- clans just can't agree on which. Besides patrons, some Urebest turn towards the Laughing Renegade, the chaotic good Drehyl who gave the Urebest the gift of language so they could ruin the silence of Numitta, the Drehyl of Peace.
Adventures: Urebest tend to favor classes that aid surviving nature: rangers, witches, barbarians, and druids, though druids usually live away from the packs. Surprisingly, many wizards can be found among the Urebest, but few take a scientific approach to magic; rather they are Elemental sages, viewing magic to be drawn from the patrons. Fighters are also common, especially within the Scared Scales.
Azaelas Fayth wrote:
I think next I will start posting fluff for each race while you guys post feats and such. Which race should I tackle first for fluff building?
Okay, my turn to add some material
Vaem, Cha 18, Level 4
Vaem, with proper practice, can slip in ultrasonic words along side a traditional language, dropping in subliminal messages. A Vaem with this feat adds +4 to their Diplomacy skill, as well as gaining the use of suggestion once per day.