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All the classes are super neat and unique, though my favorite so far has to be the demiurge, a supernatural-philosopher that creates short lived servants through thought that act like one shot eidolins.
I believe they say in CS that psionics is natural thing, a fundamental energy that exists with certain things have evolved to use (and others learning how to use it). Sorry, but Waves of thought doesn't dress it up further than that, though it does mention that the psychic arts predate magic in the Cerulean Seas- or at least beneath the waves. We had psion merfolk before we had sea elf wizards apparently and I think that is neat.
Steven "Troll" O'Neal wrote:
...a really thick blanket? That or they disguise themselves as lampposts. Not gonna lie, I don't see Relluks being sneaky in any traditional sense of the word.
Little Red Goblin Games wrote:
Interjection Games wrote:
...oh come on guys! This stuff sounds epic, especially considering it is a Interjection product; even if you don't want it can you do me a solid and change your vote to this? C'mon, I'll make it up to you guys. At least do it to support the dreamer class- I have tried making a class for years now that manipulated the world like a waking dream. From magic to psionics to even incarnem, I have tried it every way I can think of only to have it fall apart on me. But I know Interjection can do this idea justice, as well as the rest outlined. So c'mon guys, please? For me?
Cerulean Seas is a awesome setting with a Core Setting book, three supplement books (Waves of Thought, Indigo Ice, and Azure Abyss) , and even its own Bestiary. It has at least one more source book on the way (Viridian Something), as well as an adventure path along the way.
All of this material also comes in both PDF form and colored books (The Core and Bestiary are hardcover); you will find few settings with as much support as Cerulean Seas.
Let's see, I currently have-
- A male human sorcerer with the Arcane bloodline.
I also might have a player rolling a time thief, though no race decided yet.
We played last night for the first time and had a blast.
Cerulean Seas is a good option, as is Thunderscape, especially if you'd like stuff already drawn up for Pathfinder.
Midnight is a good setting, however I'd take another setting from the same company any dy of the week: Dawnforge. Basically the setting takes place at the beginning of a traditional fantasy world's history; while many games are typically set in a world with tons of background events Dawnforge places players at the helm of these events. The dwarves are starting to dig too deep, yet for the moment have a powerful nation; what will happen with them? The orcs are a savage race yet not evil; instead they have just met many of the world's other peoples and feel frustrated for they don't have a racial identity (dwarves are unparalleled craftsmen, elves have potent magic, and even humans are a hardy people with close tie to nature [instead of elves for once]) but want one. Even the elves are new, only having emerged from the fey realm a few centuries back. They liked this new world at first but their leaders (sun/high elves) decide that they have had their fun and need to go back; yet many of the other types don't want too (especially the night elves/pseudo-drow)and thus fight back against their betters.
For a Middle Eastern setting to insert into a custom why not the actual Middle East? Somewhere on Paizo is a setting that takes place during our real crusades- I just can't remember the name of it.
As an aside, what is a good example of third party companies that do some of these genres? Like steampunk or future or my favorite dieselpunk.
For Steampunk the Pure Steam Setting is a most.
If you like magitech, go with Thunderscape.
Little Red Goblin Games produced the wonderful sci-fi setting Necropunk (though note it's more in the line of Dune than say Star Wars).
There is also a setting called Conquests of the Universe being made by Tripod that will be a space-opera setting with psionics (which I know you don't like greatly but the space rules should be worth it).
Broken Earth is a great setting to get a Fallout feel.
Also, Rouge Genius Games has a series of classes (with pulp rules) called the Anarchistic Adventures series. They also have a apocalyptic setting (someday) known as Warlords of the Apocalypse in development.
Interjection Games wrote:
Along with the four you mentioned how about a travel category, as suggested by Ssalarn and a enshrouding/devouring category; consuming shadows, more or less, though this might tie into a void concept than shadow (but then again, shadows are just created from the absence/void of light).
Steven "Troll" O'Neal wrote:
Ah, well thank you still for the suggestion. That said-
1.) The Brawler is an awesome class in design and I know a lot of people love it/are going to love it. However it really doesn't click with me on a personal level- remove the mysticism from martial arts and my appeal for it really takes a nose dive.
2.) Fishman Karate is a racial martial art of the fishmen in the One Piece series. Although it's a little broader than I'm implying its big stick is that those who utilize it can use water as a medium (in the water works best, although it also includes the water in creatures and even the moister in the air for masters of the art) for attacks; those trained enough in it can even learn to manipulate water as a weapon though careful hand motions to create powerful currents and whirlpools, as Jinbei here can show you.
Obviously I'm not asking for anything to out there but a PoW style for water-based combat would rock. I already have an archetype kinda based off of monks for this, letting them use ki for a special style based of Jimbei- it's a big hit.
Steven "Troll" O'Neal wrote:
Really? How so?
Steven "Troll" O'Neal wrote:
Yeah, it seems at least one of the classes will be able to use heavey spell-like/supernatural abilities. I don't mind 'psychic mages' using spell slots, so long as they get an interesting mechanic like bloodlines or hexes- something unique to them.
Anyway, yes I'd love to see this implimented into Cerulean Seas. one of my favorite things about the setting is how it keeps different core/3rd party material in its exspansions; too few settings make room for new classes/mechanics/ect., let alone incorporate others into it.
This is all so exciting- I must admit I was a little worried the Paizo design staff was afraid of trying new things, but between all the Tech-Guide, Iron Gods, and now Occult Adventures I can see I was wrong. Very wrong. I know many are calling for Paizo to keep Pathfinder lean and not produce what is viewed as 'bloat' but I love getting new stuff to add to my game, whether I end up hating it, loving it, or never even using it I like to see expansion out of my games, not stagnation.
Gen-Con 2014; I salute you! A great, great year to keep me waiting for the next!
You guys seriously believe that Paizo will never do a new edition, even if they have to lay off half their staff to please you? You guys seriously believe that they can subsist on adventure related stuff alone at the level they are now?
Kinda; minus that bit about laying off employees.
I like grit, but I personally hope the 'martial pool' isn't just grit on top of everything- it's a cool mechanic that'd I like left for the gunslinger and swashbuckler. Personally, I am hoping the martial pool will be options in combat to make it a bit more dynamic. It's kinda hard thinking of exact mechanics but instead of just attacking you'd have options for how you go about it- 'thrust', uppercut', 'rake' -each having different effects and such. I love Pathfinder and generally I have no problem with the core mechanics save for one, and that's normal combat (not including spells and abilities) is kinda bland. Either charge or full attack this turn. Combat maneuvers and called shots are neat but seem to give little return for their investment, especially with the feat tax to really utilize them. I really want the martial pool to give us special attacks and the ability to use things like combat maneuvers without a feat tree.
That, or replacing the action system with action points. Loved that about the original Fallout games.
Thunder Scout Sslarn. The class from Thunderscape is a Thunder Scout, not a Thunder Guide.
Ironborn are tons of fun, at least when considering your race. A Guru from Akashic Mysteries may prove to be a fun class for you that may pick up slack from your loss of a Druid (though that depends on what role your Druid filled). Vitalatists are a blast to play, and really help the whole party out. Hmm, let me think, what else...
Oh! The Edgewalker and Ethermancer are fun classes if you are looking for something a little bit more involved, and the Aquanaught from Alluria Publishing would be fun, though you'd need to convert it a bit for use out of the water.
There are some pretty neat ideas being tossed around here. I really like the idea of a Monster-mimic class, as suggested by Dragon78; makes me think of 3.5's totemist class.
Anyway, I personally am not wishing for a warlock or artificer class from Paizo; I dip heavily into 3rd party and I can say the market is literally overflowing with classes like those. More power to Paizo if they do, I just feel like its not needed. No, some ideas I'd like include:
Sage: A mystical, WIS-based, arcane caster. I would really like a class in this vain, especially if it uses a spontaneous witch spell list for casting.
Harrier: A martial class that puts an emphasis on momentum.
Medium: I know there are a few of these but I love the idea of a spirit-talker class, using ghost for supernatural causes and creating haunts on the spot.
As for psionics from Paizo- I cannot say I'm in any hurry to see what they put out, as they mentioned it would use the same system as spells, though I would love it if they used Spell-like/supernatural abilities as psychic powers- maybe even make a Psychic base class that is sorta of like the 3.X Warlock- tons of mystical abilities but not really a caster.
I think I can get a few of these answered:
1.) Not completely sure myself but they originally called for a Fall release date, I think they said late August. With the newest update though I'd wager that's been bunked up a month, so mid or late September?
2.) I don't know the total page count but it's going to be a fairly large book. It has a whole new system of magic, lots of new classes, rules for converting existing ones to the system/archetypes, a ritual system to make up for the Sphere systems weakness, and another chapter for combining Spheres for new effects (I think).
3.) I think the new system leaves casters at a fair middle ground, all in all. On one hand casters have at will abilities throughout the day that are effective, making them feel in many respects more like the 3.5 warlock than a wizard or cleric, at least from a mechanical standpoint. However their talents don't have any real way to replicate a lot of the 'godly' wizard aspects of 6th level+ spells you can often ask people about; in order for sphere casters to get things like wish, resurrection, and such they need to use rituals, at least last I checked.
4.) They are treated as two different methods of casting, though the exact differences are left up to you. They eeven have a True Mystic Prestige class that advances in both methods. Personally, I'm going to have Sphere act as riven magic, as introduced my RGG, in setting where both methods are used; basically traditional spells are the end result of years and years of magic being refined, while spheres represent the original, raw way of handling magic (and as such I might be forcing sorcerers to use the sphere system).
tsuruki has some good ideas. Having it at like a mounted creature would probably do wonders; say one of the sides is the dominant half for where it moves and such. If you want to keep it more in line of 'one stat block, multiple actions' the campaign setting Necropunk by Little Red Goblin games offers the concept of phases in addition to turns. You could give the dragon extra actions in the round by having it act in different phases, like 2 or 3. I'm not really sure how much is appropriate to share so I'll stop there but consider it.
Nate Z, Malwing: no worries them, this pdf is for you. The setting does not introduce any new systems really- it basically just tells you to re-flavor your spells as either psychic powers (in the case of the psion) or advanced technology (as the case for the engineer) while providing a quick list of spells GMs shouldn't let them take (thosugh they then say to wave this away if you like). I seem to recall the medic getting a 'medicae' list, though I am probably thinking of Amythest.
All in all I can't say this setting really ever caught on with me due to the very fact it doesn't really add much new: the classes are really more like archetypes, save for the seeker, and while there is nice gear in this book it is very sparse. That might be what you are looking for in a scifi module, even if it wasn't what I was, and I still do really like races provided in this book- enough so I often populate my Pathfinder games with them.