Cerulean Seas: Waves of Thought is the psionic source book for the Cerulean Seas setting. It uses Dreamscared Press's PP system, has new and aquatic takes on powers, and introduces the beyond awesome aquanaught (think of a psionic paladin focusing on metabolic powers and mutations).
There is also a setting called Quicksilver, which is a magic-less fantasy realm were psionics rules and is used to shape the vital substance of quicksilver into tools. It to introduces a new class, the psioncist, which is like a mixing of a Dreamscared Psion with Words of Power.
So working on the close up region of my first Karkus game [this Saturday] and I wanted some feedback. again, the map is crude but readable.
The area of the region is based off of my world map from earlier and is the borderland between the Alkark Empire and the Trathskan Legate. The color coding for location factions is as follows: Black is a Unaligned community, Red is the Alkark Empire, Green is the Trathskan Legate, and Grey are abandoned ones/ruins.
The final map I hand to players will not show as many communities as some are hidden- this is for me as a GM.
Caleb Aylsworth wrote:
You're very welcome, though don't expect too much from me. I suck at these sorts of things.
I know and I love GURPS. However the people I play with refuse to touch anything not d20 or 40k RPG/d100.
Furthermore, I see a lot of posts asking for conversion rules to play things like Naruto or even DC with the Pathfinder set and I'd figure I'd share this idea.
Finally, I actually own the Pathfinder rules (Core and then some). Meanwhile I have been in a GURPS game and know the basics, but own only the 4th Edition Magic book, so that's kinda a brick wall.
Not that important at the moment for me, as I have no immediate urge to run it, but I just realized the perfect way to handle 'anime levels' without having to rewrite the base Pathfinder rules.
I was using the bathroom during my Friday night game and contemplating a player's requests. In the past one of the first games I had ever ran was a Naruto game. But the rules were insane and caused more fighting than fun; despite that it is fondly remembered by my players, who want me to run it again. I haven't though because it means changing s much for Pathfinder to make it work. Or so I thought.
But tonight it hit me: Mythic Tiers! Not as is mind you, but what if someone just made their own mythic classes to strap on to players that came with their own abilities instead of converting every rule and class to fit the norm. It was here I realized this didn't just have to be for Naruto games, but for any game set in a strong world or one with unique mechanics.
Does this sound like a good idea to anyone? I figure I'd try a shot at making this system work and then considering my player's request; but I need to be seen if it can be done first. To give an idea of what I mean, let's use an example. Say a player is inspired by Rock Lee and they want to start their Shinobi career. They would build their character as a level 1 Fighter/ 1st tier Taijutsu Specialist.
Here are some signs a few others and I put together for a game a while back. They are not perfect but I ran a game using them and found little issue with them.
I personally love the phrase; can't get enough of it. Psyker. I their take on a 'psychic magus' is dubbed a psyker.
I haven't heard about Spheres of Power. What is it supposed to be like?
Basically you have different Spheres of Power (Time, Destruction, Death, Animation, etc.) that each have twenty-five or so powers/spells. Spellcasters choose these like a rouge does talents, and casters also gain a arcane pool. You can spend these points to cast your spells with different effects, although it looks like each Sphere is going to have a spell that is effectively a cantrip that is, you know, useful.
A good point on the sorcerer, though I'd rather see them have a system similar to the grace pool used by the Priest by Glen Taylor Games.
What is my favorite sub-system of magic? Well I do really like Dreamscared's Psionic power points, but I prefer to keep that tied to psychic powers. I maybe jumping the gun because it isn't out yet, but the system proposed for Spheres of Power really looks like it will become an all time favorite for me.
Thank you very much.
Personally I would like to see a Paizo take on a Yogi and Seer.
I wounder how they are going to explain a prepared psychic mage.
Regardless, I had guessed as much anyway; my question is what sorts of classes are we going to see? A mentalist, who is effectively the wizard with psychic instead of arcane magic? A psyker character who can burn spell slots to generate blasts of pure energy? A guru character who was class features to effect the eternal energies of himself and others? I now casting-wise the psychic classes will be similar to other spellcasters; I am asking what sort of features do we think we will be seeing for the classes.
I really hope it's 1 signature scaling power at 1st level (increasing every odd level), 1 spell-like ability per level that can be cast at will, and talents/knacks/arcana/revelations every even level.
I can see that. What do you think the theme will be behind their bloodline/school specialty? Philosophies?
Last I heard they were thinking of having more then one class, like 3-4 of them, but who knows now.
Really? I'd like that. If that is the case the question now is how do you think these three to four classes will be? Strange as it is, I would like to see a psychic healer released; maybe one that doesn't really heal HP but has powers that increase the natural healing rate and can cleanse peoples' auras from debuffs. I really want to make Guru Pathik.
So, grumbling and arguing aside, what direction do you think they'll take the 'mentalist' or 'guru' or whatever they end up calling the psychic mage? I predict it will be a spontaneous caster, but what sort of theories do your clever minds imagine for its class features? I know no-one knows- but what do you feel?
Matrix Sorcica wrote:
While the highest result on most of the crit types could be argued to be fight enders, it's very hard to get the highest possible result. I dare say that, unless you are wielding critical weapons (introduced in the PDF) which have high crit multipliers already, and the target in question has really low AC (though I admit touch attacks with guns probably make that an issue) then the result will never be a fight ender. These crits cause interesting and IMO realistic effects that can shift the tide of battle, but nothing that instantly kills or such.
Aaron Bitman wrote:
1.) Rite Publishing has done a series called 'In the Company of' that has paragon classes for different monsters, though they don't quite yet have the diversity of Savage Species.
2.) Little Red Goblin games has an interesting take on the Sha'ir in their third Heroes of the East PDF; only instead of a little genie, the class makes a deal with a kami.
James Jacobs wrote:
In defense of point-based psionics, at least Dreamscared's, SR still works against powers by default, and magic and powers are supposed to interact in kind (see invisibility let's you see a psion with an obscuring membrane and such). You can still have psionic as it's own system and enable it to interact with existing systems. It's different in how it functions and it's fluff, but not how it interacts with existing systems.
Now that said I really want to see your take on 'psychic magic' as I already use the two in my games (psionics and magic that imitates psionics). I know that this material isn't near the focus of your attention but I would like to let you know I really can't wait to see your take on the concept. Til next time.
Matrix Sorcica wrote:
Seems to me from the sample that weapons with a higher threat range are vastly superior to weapons with lesser ranges? How is this handled?
Because, typically, weapons with a higher crit range also have a lower crit modifier, which is just as important. The higher the crit modifier/multiple the better the result is bumped up.
This forces you to decide: do I want to crit more often, or do I want to crit better?
I've made a few things here and there, so I am a little hesitant to share. That said...
-A really good sci-fi/fantsy setting for Pathfinder. It Came From the Stars sort of bridges the gap, but I really want a system that covers space travel, alien worlds, and other tropes of the genre. At the same time I would like it to stay close to the Pathfinder system that I don't need to convert things backwards: sometimes people really do just want bards and barbarians in space.
-More classes. That's a pretty hefty request on my part; I adore them so much. And any kind will do, but to give you a bit more focus, I would like: a spontaneous caster for the witch, like a sage. Some sort of artist class, like a sculptor or painter with supernatural abilities. A cultist class that associates with a group of powerful outsiders for powerful abilities (like a warlock, though I want something without eldritch blast). A gladiator that isn't 'meh.' And a mob class, that lets you play a small group of angry people. I have homebrewed many of these to mixed sucess but the potential is there. I would avoid engineer like classes, paladin-wannabe's (trust me, there are enough variations if you look hard enough), new takes on martial artists, and not-cleric classes that totally are clerics.
-Alien Bestiaries. Bad on my part, as LRG has just made one, but I really wish People would make more bestiaries that break the mold. Often people try to fill their monster manuals with either creatures from/based off of real life, other games, and mythology. But my favorite bestiaries ever are the ones for Dark Sun that have so many made up nasties, and many of the iconic monsters of D&D were brand new things, like Beholders and illithids. I really want a bestiary that does things like this, and not just 'red orc, blue orc.'
-A book for playing dragons, akin to the 'In the Compnay of-' series by Rite Publishing.
-Laser guns and other such weapons. I recently bought a book titled '1001 Science Fiction Weapons.' It is glorious but a little lacking in making weapon types feel unique and without book marks is a pain to access. A Pathfinder release like this would be so awesome it isn't even funny.
-More options for race building
-A book of generic deities, to be dropped into any game
That covers everything I can think off. Things that I don't think we need are as follows.
-STEAMPUNK! No. Just no. I like the genre as much as anyone but in Pathfinder it has been tapped. Goblins in zeppelins and gnomes in mechs were interesting the first time it was done; not on the sixth time. This extends to clockwork teslapunk too. If you want a more techy take on a fantasy setting, seriously, why not take a stab at Pathfinder 1999 or even a Pathfinder cyberpunk game. Not saying ditch magic but imagine the arcane spell failure percentage for trying to text while cast fireball. Much more original.
-A construct race. They are cool but there has to be another idea to try that's fresh.
-Campaign settings that claim to be unique but really lack anything that makes them standout. Seriously, Necropunk and Cerulean Sea broke the mold. I want to see more setting like these. And steampunk doesn't make a setting unique- I see you. That person about to tell me about a setting by a third party that is unique like the two above. You can stop. I have seen the competition; it's why I'm ranting.
This title is actually pretty misleading as I am trying harder to make Cobat Rituals work for Pathfinder. That said, the Pathfinder Fighter already comes off as a updated Warmain, so just go with the punches.
Anyway, here is what I have managed myself- it's nothing complex but I feel like more could be done. Community thoughts, opinions, or objections?
Also, I don't plan on posting the specific rituals themselves for I know nothing of copyright law. That said, at the moment, I am using them all as is.
Daemons gave no price for souls, last I checked, but I would make it a 1,000 gold per CR the creature possessed. This is how I handle enchanting in my Elder Scroll games. As for what to use from the Bestiaries? I usually ran monsters as is from it. Previous games have shown me that just about anything can be found on Nirn.
Though to create ash spawns, I seem to recall 101 Simple Monster Templates had an Ash Undead template.
I didn't think much of it at the time. I had earlier taken the Level One Sorcerer from the NPC Codex and made changes until it was a lowly kobold. I then swapped out its magic missile for sleep, because I figured it would make Shelfbold dangerous without having her be a damage dealer. I think their lethality came into play though when I handed them over for a person to play. I likely wuld have run Shelfbold as focusing on one person at a time, opening with sleep followed by her club. But my friend? Maneuvers for maximum effect.
So my Saturday game literally just ended and it ended with a TPK. My group delved into the first room of a dungeon where I had a small squad of kobold underlings, CR 1/2. Then a friend who was bored stopped by and I let her play the kobold sorcerer (level 1) I had on hand, who was standing next to a book shelf.
Party comes through and decimates the underlings, til only one is left, guarding the sorceror. Calmly, my friend has the sorcerer, 'Shelfbold', cast Color Spray. Level one party with five people; four go down for a full eight rounds. Circle a round, last PC kills last underling, Shelfbold casts sleep. PC is down. Coup de grace. End of party.
Chronicling this mishap before I forget.
Cruel Kindness wrote:
I have the same kind of player, only younger.
I kitchen sink just about all my games. Want to play a 1930's trooper in a fantasy world? I will okay it. Play a paladin on Athas? I will make it work. I figure I spend so much for extra material I should use it when I can.
I think having the rules call for rounding down is dumb; my groups round up for everything.