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Broken Zenith wrote:
What is the Eldritch Heritage Bonus here?
Looks like he's going for;
Shadowstrike (Sp): At 1st level, you can make a melee touch attack as a standard action that inflicts 1d4 points of nonlethal damage + 1 for every two sorcerer levels you possess. In addition, the target is dazzled for 1 minute. Creatures with low-light vision or darkvision are not dazzled by this ability. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
It's not a terrible idea, if you've got two feats to blow, or were planning on being a half-elf to get Skill Focus (Stealth) for free.
Lord Gadigan wrote:
The Summoner makes a great potential toolkit for variations based on schools other than conjuration.
A Necromancy-themed summoner would have an undead eidolon, and swap out a bunch of conjuration spells for necromancy spells.
An Enchantment-based summoner would swap out conjuration for enchantment/charm spells, and the eidolon for a lasting form of dominate person / monster that they can use to have a perma-cohort / mindthrall sort of ally.
A Transmutation-based summoner would have an animated object or other construct in place of an eidolon, and assorted transmutation spells in place of conjuration spells.
An Illusion-themed summoner would swap out illusions for conjurations, and have a shadow-creature eidolon (only quasi-real, but much easier to resummon / replace if it gets ganked).
"Devil's Advocate" wrote:
Even putting aside the corpse stuff, communicating with ancestral spirits, seeking their counsel, propitiating and honoring them, etc. has been a thing for millennia, and continues on in various cultures even to this day.
The concept that once a person dies their body and soul *both* become corrupt and malicious and / or insane is both kind of bleak (a lifetime of being a paladin or pacifist healer or whatever, and you get killed by a shadow and your soul turns evil (and possibly smarter and / or more charismatic than you ever were..., but forgets all the skills you had???), and you are now doomed to go to Abaddon when the shadow that is all that is left of your soul is destroyed, since you are now an evil abomination, through no choice of your own? Grim.) and takes away a ton of potential, as well as creating a surreal sort of situation where every culture essentially hates and fears their ancestors. Grandma's love causes her to manifest to distract orc raiders from the children hiding under the bed, and, 'oh wait, it's Golarion,' so instead she kills the kids and has to be smited by a Paladin or something. A young couple seek the blessing of their ancestors on their union, and instead get level-drained to death, because every soul that has left its body is Always Evil.
Result: The dead drow was evil, but he had heard of the PC's and he wanted them to kill another drow who was planning a raid on the town. The dead drow had double crossed the invader, and wanted him dead for personal reasons. This would have allowed the PC's to avoid an ambush on a town, and the dead drow would have revealed that a bigger force was coming later. However by not talking they are ambushed and many in the town die. Even if they repel the invasion they have no way to know that a larger force will be coming later on.
Indeed. And this, from a good perspective, is one of the best ever things about evil bad-guys, is how ready and willing they are to betray one another for reasons that might seem petty and counter-productive to better-adjusted folk who do not have murderdeathkill impulses overriding their good judgment.
Sometimes, all good has to do is stall evil (particularly chaotic evil) long enough for it to fall apart into squabbling factions of it's own volition. Kill the warlord (or reveal him to have never been an orc at all...), and the orc tribes will turn on each other and go back to being more of a threat to each other, than to neighboring nations.
Wolfgang Rolf wrote:
Would be interesting if the monk got a self heal that uses his ki pool. Which could also help with his survival.
I'm for dragging that 'must have a cleric' sacred cow behind the shed and making scrum-dilly-icious burgers out of it.
Not just Monk healing chi-manipulation / prana-adjusting whatever, but healing Bard performance and healing Rogues with fancy surgery Heal skill tricks and Barbarian's fast healing during Rages and Rangers making up herbal poultices in their Favored Terrain. Spread it around, let everyone be a little more responsible for their own health and welfare, and a party without a Cleric (or Life Oracle, or Druid or Paladin relegated to never using their Druid or Paladin abilities, because they are stuck being second-best healbot) be completely viable.
And, because why not, since Bards, Alchemists and Witches can already do arcane healing, maybe even some Sor/Wiz transmutation healing spells.
Auto-crits is really good. Auto-confirms critical threats might be more better-er.
My first two thoughts were +1 morale bonus to attack and damage rolls for each round at 0 or less hit points, but that seemed like more of a nuisance to keep track of and might encourage stalling healing and other just terribly unhealthy tactics, or a morale bonus to damage equal to the number of negative points she's at, but alarm bells started ringing in my head, so that might also be a terrible idea... :)
I just noticed that the Hag Racial Traits for Changelings in the Advanced Race Guide only include traits for Changelings of Annis, Green Hag and Sea Hag ancestry.
That's unacceptable! :)
New Changeling Hag Racial Traits:
Dark Dreamer (Night Hag): You only suffer a -5 penalty to Perception checks when asleep, and to be aware of your activities, a sleeping person suffers a -15 to their Perception check to detect you. The only effect a nightmare spell has upon you is to cause you to awaken refreshed and exhilarated, having recovered 1d10 additional hit points overnight.
Fire for Blood (Blood Hag): Anyone striking you with a natural attack that inflicts piercing or slashing damage suffers 1 pt. of fire damage as your blood combusts upon contact with air.
Mold Flesh (Mute Hag): You have a +2 bonus to Disguise checks, and can attempt to twist flesh to create a temporary disguise in only 1d3 rounds, but the changes will wear off in 10 minutes.
Gale Walker (Storm Hag): You are treated as one size category larger in regard to wind effects, and treat wind effects as one category less for their effect on your ranged attacks.
Blizzardborn (Winter Hag): You can move across icy surfaces without penalty and do not have to make Acrobatics checks to run or charge on ice. You can see perfectly well in snowy conditions and do not take penalties on Perception checks because of snow.
Drow seem to be pretty much universally reviled in lore.
In Golarion, 99 out of 100 people don't even know that Drow exist, let alone that they are evil demon-worshippers who probably eat babies and kick puppies and grind up and snort rainbows. (And the 1 in 100 who do are high ranking elven leaders, are part of a secret society like the Lantern Bearers, or have just completed Second Darkness, and are 15th level or so.)
The elves have kept the existence of the Drow secret from all other surface races, and there are entire elven communities that don't even know that they exist (the forsaken elves in the Mwangi Expanse, for instance, are a continent away from the nearest Drow community, which is almost 1000 miles to the north, and across an ocean).
So, yeah, anyone who has their character freak at the sight of a Drow and goes to kill it is either playing someone who psychotically attacks *any* elf (or humanoid, or living creature, or whatever) on sight, and is probably playing an evil and / or insane character, or is a meta-gamer, and should be shunned with great shunning.
If you're not playing in Golarion, or in a version of Golarion in which Drow have invaded the surface world or something, and are widely known as bad mofos, then it's at least not meta-gaming any more, although it's still a bit squiffy to murder folk because other folk of that skin color once did something bad, under the assumption that some people, color-coded for your convenience, are only for killing.
It might be a good *idea* to kill them on sight. But it probably won't be a good *act.*
Morality and pragmatism aren't always comfortable bedfellows, which is one of the many reason that doing the good thing is rarely the same as doing the easiest thing or the safest thing.
Some courage may be required, to walk the moral road.
Jack Assery wrote:
I want to run a dark souls type game, but really don't want to run in a new system, but rather remove classes from the system itself and award class-based Perks at each level, and trying to grade them.
Mutants & Masterminds 2nd edition had a book called 'Warriors & Warlocks' that showed how to use the core 2nd edition rules to create a D&D style setting. IMO, it might have actually gone a little bit too far in that direction, with it's attempts at designing Sorcery and Wizardry power frameworks, when it was already pretty easy to create a fun fantasy game with just the core M&M2e (or 1e) rules.
(I presume it would be equally easy to do with M&M 3e, but I'm less familiar with that rule set.)
Here's some examples of the 3.X iconics as PL 6 M&M characters. (Liberties taken, obviously, since they are different systems, and M&M doesn't have class levels or Vancian spellcasting or any of that sort of thing, although you could build such constructs if you really wanted to.)
Everything in M&M is balanced by Power Level. If your Power Level for the game is 6, then everybody's attack and damage numbers should end around six (although a certain amount of trade off is sometimes appropriate, so that the 'Captain America' or 'Batman' type Fighter has a higher accuracy, but a lower damage number, while the 'Hulk' type Fighter has a higher damage number, but a lower accuracy), and their defense numbers (basically AC, or the number needed to hit them) and their toughness save (the number you have to beat to actually damage them, once you've hit) are also around 6 (again, with trade-offs, so that one character might be harder to hit, but not be as tough, and another might be easy to hit, but harder to actually harm).
the Dragon Empires sate another craving and, to my personal taste, surpasses it's predecessor.
While I love Kara-Tur, sometimes it felt a little too much like a straight port of the real world cultures, with a 'fantasy Japan' and 'fantasy China' and 'fantasy Korea' and 'fantasy Malaysia' all pretty much exactly where they should be.
While I'd be 100% for a pure 'fantasy port' setting, with a fantasy Scandinavia and fantasy Ireland and fantasy Eastern Europe and fantasy Mediterranean, settings seem more likely to have a generic non-Europe, but then much more 'Egypt-y' fantasy Egypt ports, and 'Persia-y' fantasy Araby ports, etc. so it ends up feeling a little weird for me, since there's a fantasy version of Tibet in the Realms, but not a fantasy version of most European nations, and all of Africa is shoved into Chult, which seems, relatively speaking, like trying to squeeze that entire continent into New Jersey.
I think I'd prefer for a fantasy setting to either have fantasy versions of all sorts of Earth cultures (getting as anachronistic as a game of Civilization, to pick the 'most interesting' periods), *or* not go there at all, and not have a 'fantasy Egypt' or 'fantasy Persia' or 'fantasy Asia' on a map that doesn't have similar fantasy Europe (or Africa, etc.) analogues.
I admit I have the occasional nostalgia fit over some of the classic iconic monsters, exacerbated by a recent binge of retro gaming (and an especially notable homage involving Dragons and Crowns); I am actually quite shocked that there hasn't been more movement toward a Gazer monster with similarly filed off serial numbers.
Rather than precisely ape the Beholder or Illithid, I'd prefer a more setting-thematic attempt at stuff like that.
For example, a 'Beholder' that's tied into the cult of Groetus, and different enough that it's not only a 'beholder clone.'
hello my name is Daniel hert i was wonder if someone can show me where it says if a template gets bonuses from the base creature plus the template and special ability if i could get an answer and what book it is in i would appreciate it
Many templates will state right in the beginning, probably in the second sentence, that, 'A blah-blah uses all of the base creatures statistics and special abilities, except as noted here.' Each template will be specified in whatever source lists it (so, the Bestiary, for half-dragon, half-celestial, ghost, half-fiend, vampire, etc.).
You can also find most of them online. For example, the half-dragon template.
So, in this case, if applied to a human, they retain their +2 bonus to a single attribute, bonus feat and extra skills, and if applied to a dwarf, they get all that dwarfy goodness, followed by half-dragon stuff (or half-fiend stuff, or half-celestial stuff, or ghost stuff, or vampire stuff).
As a result, you'll often see big bad evil guys in adventures listed as a 'human lich' or 'human vampire.' Technically, he's no longer really a human, but it's important to know that he started as a human, as that will give him different stats, etc. than if he started out as an elf or bugbear or fire giant or whatever.
More examples of multi-denominational temples, like in Sandpoint, could go a long way to addressing this sort of thing. Golarion kind of has an uphill struggle on this point, in that few of the gods (other than the dwarven pantheon) are in any way related to each other. It might make sense, in Greyhawk, to have a church to the various Sueloise gods, many of whom are family, or share other connections (such as the romance between Wee Jas and Norebo), but in Golarion, that's not so common.
Although churches/temples to the Godclaw could be a thing, in areas of Cheliax where they are revered as a mini-pantheon of law.
Older temples of Aroden might have served as holy places to Charlie and his Angels (Iomedae and Arazni), but with Aroden and Arazni being more or less dead and gone (more in his case, less in hers), those temples would be all-Iomedae, at present, unless she follows in Aroden's footsteps and begins sponsoring demigods that fit her ethos, like the Empyreal Lords Falayna, Olheon and Ragathiel. (Aroden was clearly willing to sponsor demigods who didn't share his LN ethos exactly, but Iomedae seems less likely to be so open-minded...)
Various other gods could similarly draw upon empyreal lords (if good), archdevils (for Asmodeus), kyton demagogues (for Zon-Kuthon), etc. to create their own mini-pantheons.
Other faiths seem very unlikely to play well together. While Nethys and Sarenrae, for instance, don't have any specific reason to be fighting, their churches warred against each other in Rahadoum with such fervor that it drove an entire nation to throwing all religion out with the bathwater. There's also some inconsistencies in print about Sarenrae's church taking over Anghazd's Spire (sp?), a Nethyn holy site in Sothis. I'm not sure if that was a typo and has been Paladin-of-Asmodeus'd with extreme prejudice, or just another incidence of those two faiths having reason to dislike each other.
Abraham spalding wrote:
Arithmancy at least you can have worked out before the game so you can simply roll the check for the spell (after all it's simple name exchange just put the DC beside the spell name) and eats a swift action.
Arithmancy also has some built in limiters like, 'usable x times per day,' and a Spell Focus feat tax. Rip off both of those limitations and put them on Sacred Geometry, and SG is still too good, and Arithmancy still not particularly overpowered...
It was mentioned repeatedly during the playtest that if they were insistent on guns doing something like this that it should target flat-footed AC.
With the caveat that one couldn't sneak attack with firearms because they 'weren't precise enough,' yeah, I remember that being suggested, and seeming more logical than armor-piercing bullets.
I even vaguely remember a possible exception for folk with evasion or uncanny dodge, because they were assumed to be that much faster than normal folk...
What I'm still waiting for in mainstream comics are the genuine female geniuses on a par with Victor Von Doom, Reed Richards, Anthony Stark, Lex Luthor, et al. Granted, we've plenty of intelligent women, but rarely is one considered the smartest in the room. That still seems to be the province of men.
And the few that do pop up tend to be villains. June Covington, Superia, Moonstone. Or their intelligence gets downplayed. Emma Frost used to be smart enough to build psionic machines that swapped people's minds. That was decades ago. Now? Not so much.
And then there are the cringeworthy 'geniuses.' Sunset Bain, a rival to Tony Stark on the tech-CEO front, who, unlike Hammer, Cord and Stane, gets her high-tech secrets by seducing smart rivals and stealing them, 'cause that's how tech-CEO *women* work in the Marvel universe...
Marvel's come a long way, but it's still got a long way to go, and handing off a male character's power and role to a woman we'll probably never see again after Thor takes the hammer back a year or two from now, is not the way to go.
Unlike Spider-Woman, She-Hulk, X-23 or Captain Marvel (all spin-off characters who have more or less transcended their rough starts as, in at least one case, female spin-offs designed to secure a copyright), I'd prefer to see some focus on any of Marvel's original (non-spin-off) female characters, like Wasp, Invisible Woman, Scarlet Witch, Monica Rambeau, etc. And if they want a serious powerhouse, there's always Moondragon or Sersi or Phyla-Vell floating around. A renewed focus on Crystal might help drag up this Inhuman thing that's otherwise floundering, for that matter.
Also, how does taking over as Captain America work? Is it just costume + name + bring-your-own-powers-to-work-day?
There've been a few men under the mask, over the years. Some did indeed have super-soldier serum derived powers, one of the more notorious ones had super-strength from a 'Power Broker' who would basically super-steroid people for an extreme wrestling federations (with a high rate of never-to-be-seen-again 'failures' who got a side-effect of freakish monstrosity to go with their super-strength). At least one didn't have any powers at all (although he did have a spiffy bionic arm).
A Captain America who can fly (and communicate with / control birds telepathically, a power he didn't demonstrate in the movies, and upgraded from an original base of 'has a mental link with his falcon') seems like a neat way to mix it up.
Unlike Thor, which is the dude's actual name and not something one would normally take and hand to someone else taking over the job, pretty much anyone can be Captain America, and there have been times when the government wanted someone more in line with current policies 'representing America' and fired Steve and put someone else in the costume.
I'd go with stinking cloud. You've got some Reflex save stuff (entangle, web), and some Will save stuff (color spray, glitterdust). Good to cover all three save options, so stinking cloud, with it's Fort save, might be good to throw on a spellcasting foe.
Slow isn't bad, but part of being a wizard is having something to cover multiple bases, and not put all your eggs in one save category basket. (I'd pick up slow eventually anyway, but stinking cloud first!)
Twin kukris works well because a kukri is only averaging one less point of damage than a scimitar, and yet still retains the awesome crit range (which might be better to hand off with Butterfly's Sting to the dude with the earthbreaker, greataxe, mattock or scythe sometimes, but still...). If he paired up two different weapons, like the longsword/shortsword of Valeros, or a kukri with a scimitar, he'd lose half of the value of feats like Improved Critical, Weapon Focus and Weapon Specialization.
Rule 63 Iconics! (Not to be confused with Rule 34 Iconics, which was nixed by marketing.) A collection of the original 11 Iconics as reverse-gendered, then as another ethnicity and / or core race, for a total of *at least* 22 new Iconics, always with different art and usually with notably different class choices (the iconic male Gnome Druid carries a spear and rides a Roc!).
14 sided die wrote:
What's this? An iconic whose backstory involves a heavy dose of religion WITHOUT being a divine caster? Madness! (JK of course, love it)
Feiya as well, as her 'Patron' may well be Desna (or some servant of Desna, like Black Butterfly?).
Although Zadim does take it a step further in that there's nothing about the Slayer class (like a Patron) that even has a potential divine tie, so he's just religious because he's religious, without it being anything at all to do with his class features.
And that is indeed cool.
The gods should be relevant to the characters in the setting, and not just to people who get special powers from them, and Zadim is a nice iconic representation of that.
Wayne Reynolds wrote:
Depending upon the interest level and reaction to the concept description, I may write about the other Iconics - Time permitting.
I'd be very interested in hearing what sort of art order specifics you get for a character like Harsk, and then what inspires the creative contributions you add.
Leaving aside mechanics entirely;
The Scarred Lands, Kara-Tur, Al-Qadim, Hamunaptra, Freeport and Nyambe settings. Just incredible flavor in those regions. Al-Qadim and the Scarred Lands, in particular, were *amazing.*
Greyhawk, Ghostwalk and Spelljammer (don't laugh at me!), to a lesser extent. That said, almost every setting has it's awesome bits, and I'm certainly not meaning to 'diss' Eberron or the Realms or Mystara.
More Ninja Tricks, two of which (Cold Iron Attack and Mage Killer) would be of particular interest to Witch Hunters;
Cold Iron Attack* (Su): When you sneak attack a foe with a cold iron weapon, you leave behind cold iron residue in the wound, forcing the target to make a Concentration check (DC 10 + the number of dice of sneak attack you possess + spell level) to cast any arcane spells.
Ninja Master Tricks
Ki Devouring Strike* (Su): When a target within 30 ft. is subject to your Ki Block, you can spend a standard action to steal a single point of Ki from them, reducing their daily uses of Ki by one and increasing your own by one, to a maximum of your daily limit (although you can continue to drain Ki from them, even if your Ki pool is already full). You must have Ki Block before selecting this trick.
Mage Killer* (Su): When you strike an arcane spellcaster with Cold Iron Strike, they lose a number of prepared spells or arcane spell slots equal to your sneak attack dice, starting with the highest level spell allowable, but otherwise chosen randomly. You must have both Cold Iron Strike and Dispelling Attack before selecting this trick.
Elric doesn't spam spells psionic style, in fact he rarely casts at all, but when he does it's a long drawn out ritual full of extremely precise intonation and incantation, and only done once. you don't get much more Vancian than that.
Sounds nothing like Vancian. Sounds more like Incantations, IMO.
I believe one of the later Amber series had some Vancian type magic, where the character would prepare must of a spell and then sort of 'tie it off' and 'leave it hanging' to complete with a single word or gesture later. *That* was super-Vancian, IMO.
The only reason Elric's spells were only cast once (and he rarely cast more than one or two spells in an entire book's worth of adventure anyway) was that every time he summoned something, they told him, 'Lose my number, I only answered this because one of your ancestors bound me to do so and you're wearing his ring, but you aren't worth my time.'
Undeath and gluttony? Hm. Who got dragged into the underworld, and they couldn't drag her back out because she couldn't help but stuff her face while she was down there?
(Seriously, 'though, I'm not sure there's a great port for Urgathoa in *any* pantheon. Goddess of death and gluttony / hedonism? That's a pretty original pairing.)
Enkili, as a dual-gendered sky/storm god, also maps over pretty well to Gozreh.
Otherwise, yeah, I agree with most of this. Some are almost eerily similar (Madriel the Redeemer, NG goddess of healing, mercy and the sun pretty much *is* Sarenrae, for instance), others have an aspect here or there.
Corean is sort of Torag + Iomedae, for instance.
It seems that most Golarion gods can be gods of a thing, without actually being that thing, or having total dominion of that thing.
Abadar's the god of law. Lots of other gods are lawful, and seem to think of themselves as 'gods of law' to an extent, including Asmodeus and Iomedae (who is *also* a 'sun goddess!').
Nethys is the god of magic, and yet, he's not the first, or the only. An Azlanti magic goddess preceded him, and he's currently sharing the title with Qi Zhong in Tian Xa as well. (As well as assorted other gods with heavy Magic associations and the Domain thereof, like Asmodeus and Urgathoa.)
Gozreh shares dominion over storms and sea and sky with Hei Feng, and, to a lesser extent, Rovagug.
Cayden, god of freedom, shares some of that with Desna, who actually has the Liberation domain, which he does not!
Aroden and Irori were both gods of history, at the same time. (Until Aroden shot himself in the head with a loaded crossbow. While tied to a chair. Three times. "Worst case of suicide I ever saw...")
I prefer less gods to more, and for their not to be sun gods and death gods and magic gods for every single culture, race, continent, etc. (lest we end up with stuff like that 2nd edition book with a god of liches and a god of dolphins and whatnot), but that's the way it's been since Greyhawk and the Realms, and settings that tried to move away from that (Dragonlance, Kingdoms of Kalamar, Scarred Lands) didn't really take off.
The All Seeing Eye wrote:
I also wonder where my out and out Fantasy Western corner of Golarion is...or have I missed that?
Taldor has shades of Greece, Rome and Spain, depending on where you look. It gets more overt when dealing with the phalanx fighting armies of the former empire and rondolero duelists, obviously.
The Lands of the Linnorm Kings pretty much have 'fantasy Scandinavia' stamped on their backside.
Galt is post-Terror France.
Ustalav is gothed-up fantasy Eastern Europe by way of Ravenloft.
There's not a perfect analogue for every Western European nation (since they've plopped a devil-worshipper nation into the 'Nazi Germany' role, and a smallish American Revolution into the middle of their 'Europe analogue' and a large mostly undeveloped area (Varisia) as well), but a fair amount of upper Avistan plays along with European themes. Irrisen and Brevoy also follow some Polish / Eastern European / Russian themes pretty closely.
Few of them are as overt a 'port' as Fantasy Asia or Fantasy Persia or Fantasy Egypt might feel to those of us who are less likely to be Asian, Persian or Egyptian and realize how those 'ports' are more fantastic interpretations of our already distorted western perceptions of those cultures, owing as much to Harryhausen movies and whatnot than to the actual cultures, but that's possibly a good thing.
There doesn't happen to be a perfect analogue for *England,* but 'England' isn't 'the West.'
And so begins Paizo's expansion into the gaming food and drink market, starting with Liz's addictive cookies.
"Go ahead, the first one's free..."
Oh yes. You will drink Goblin Pickle-Juice flavored soda, and you will like it.
Oooo...I DO HOPE one of the 8 Archetypes is an Avenger-type Archetype (aka an assassin who works for a religious order).
Ooh, shades of Al-Qadim's Holy Slayers!
The Storm Which Destroys! The Wrath of the Old!
Holy Slayers of Pharasma, dedicated to not just putting down undead (that's for the clerics to do), but to killing the actual necromancers that raise them up, and, less boasted about, divine casters who defy the cycle of life and death by raising or resurrecting or reincarnating people excessively, or Thuvian alchemists who are part of the blasphemous elixir manufacturing process...
Holy Slayers of Nethys, who hunt down those who would persecute or outlaw the use of magic. They must be good at their jobs, as there aren't are multiple places that outlaw divine magic (Rahadoum, Touvette) or marginalize it (Razmiran, Hermea), but *nobody* outlaws arcane magic...
Any of the non-good gods could be fun to design Holy Slayer organizations for. Calistria? Oh yes, too easy. Gorum? Cowards and foes of using combat as a resolution. Cursed are the peacemakers, for they allow the smooth-tongued and weak to steal honor from the strong and brave, who would have righteously beaten them in a fair fight. Abadar? Vault-robbers and brigand warlords beware! Irori? Foes of self-improvement, such as slavers who those who keep their people uneducated? Gozreh? Enemies of the natural world, such as the leaders of the Lumber Consortium in Andoran.
Norgorber could have four different orders of Holy Slayers, based on his four aspects!
Also, I'd love a power ranger esque flute dagger but only if it wasn't playable after a crit due to being stuffed with Gore ;)
Basically a bull-roarer with a knife on the end. Woom, woom, woom *stab!*
Seeing and seconding calls for;
A base shapeshifter class.
And my own notions;
A Skill specialist class that does what the Rogue does with trapfinding, having niche specialized applications of skills like Perception and Disable Device that few others can match, only with a larger assortment of skills, like a mundane Heal skill user, who can do all sorts of stuff with the Heal skill that Bob the Cleric can't (like treat conditions, or CPR someone who's only 'mostly dead' back to life if he gets there fast enough, etc.). It's kind of what I wanted to see from an 'Alchemist' class, someone who makes lives or dies based off of use of the Craft (alchemy) skill, and has a daily pool of 'free alchemy' he can use so that he doesn't spend all of his WBL just to use his class feature of throwing (ever increasingly effective) alchemist's fire and tanglefoot bags at people.
If only there was some sort of point-based generic, universal system that I could use in any genre.
There are many, and many of them have zero built-in balance. In GURPS Supers, for instance, you can find guys written up by the actual game developers that have 15 *die* attack, and DR 8 or so. Woo, freedom! 500 CP supers like Black Pearl that a 100 CP Fantasy wizard or fighter will absolutely smoke like a fine Cuban. It's crazy easy to build terrible characters with some of those systems, both terribly competent, and terribly *not,* which leads to some bad play experiences, and ends up driving people away.
Mutants & Masterminds, with the mixed concept of point-buy character design and offensive and defensive PLs was a step in the right direction for that sort of thing, IMO.
A long time ago, I saw a game in which people started out as Warriors, Adepts or Experts, and then 'graduated' to PC classes, paying the difference between the faster XP they were getting as NPC classes to upgrade each level to a PC class level.
Warrior to Fighter was obviously the easiest back then, since the only difference was spend some XP and get some feats.
The Rot Grub wrote:
Updated second edition Players Handbook and DM's Guide came out in 1995, twenty years ago, so perhaps some of the concepts in those books are being considered, like wizards school specializations (instead of just 'magic users and illusionists').
I really don't remember what changed between the first 2nd edition books in 1989 and the new release in 1995, so that might be a bad example...
Most of the sacred cows I was thinking of where stuff like skills and character classes and dice, which have been around longer than twenty years.
"Dice? Where we're going, we won't need dice..."
Green slime or similar hazards are cheaply available and very effective at turning corpses into yet more green slime.
It won't stop a True Resurrection, but there's no need to fork out for a Cacodaemon Improved Familiar / Lesser Planar Ally / Lesser Planar Binding (or any of the even more expensive options like sphere of annihilation or trap the soul) if the dude isn't likely to have a 17th level cleric on retainer.
I miss not feeling guilty whenever I refer to spells by preceding the name of the spell with the wizard who created it. Some of the spells just sound awkward without it as well -- could the name Transformation for a spell be any more generic and undescriptive?
The Kingdoms of Kalamar game had alternate names for those spells, based on famous arcanists from their own setting, which was a kind of cool and thematic way of handling that.
So the 'Otto' spells were named after Azsul, a dwarven wizard from the earliest days.
I miss the displacer beast and mind flayer, of the 'closed' beasties, but some of the others, I don't miss at all. :)
James Kight 810 wrote:
I am not James, but the Animal Archive lists animals associated with various gods on the back cover, and for Desna, it's; Butterflies, moths, caterpillars, owls, sparrows, dragonflies and messenger birds.
Of those, owls fit under the 'Bird' category of a druids animal companion choices. (And work thematically, being flying nocturnal beasties, even if Desna is more of a bug-lady than a bird-lady.) You could flavor it up a bit more, if your GM approves, of having a specific species of Varisian owl that has markings on it's wings reminiscent of the luna moth or a blue-black butterfly (which shouldn't hinder it's ability to function stealthily at night, since it's prey rarely see it coming, and would generally only see it's drab underside anyway...).
A giant butterfly or luna moth might be thematic and cool looking as heck, but you'd have to stretch it off-theme a bit to make it a viable companion, since butterflies aren't renowned for their combat abilities. (You could use giant wasp stats, from Ultimate Magic 37 as a base, and maybe even flavor it as a giant venomous biting butterfly to match the giant wasp stats to your 'giant butterfly companion,' since a dog or wolf sized butterfly is already playing it fast and loose.)
Something destructive and violent seems appropriate for the more evil members of his faith, like flinging his corpse at an enemy, or animating it to go on a bloody rampage.
Making a weapon out of his bones (even just making arrow-tips with bones taken from his ribs or shoulderblades and shooting people with them, so that he gets to get some licks in from beyond the grave) could be a slightly less over-the-top way to go for the CN sorts. Even as one-shot weapons, they might be considered to be individual acts of remembrance and to allow multiple people to each fire off an arrow at some point and give him another chance to engage in battle, at least vicariously. (Bones important to one's ability to fight, like fingerbones, would be left intact, most likely. Leaving the body in a condition where it couldn't, in theory, fight, might be seen as disrespectful.)
Burial in armor and with a weapon (preferably a greatsword, gripped in gauntleted hands?) seems appropriate, but, given the real world tendency for priests to eat the animals 'sacrificed' to their gods afterwards, or people to send their ancestors worthless 'spirit money' instead of burning actual cash, there might be a level of practicality built in where the Gorumite is dressed up in ceremonial armor (for cheap seats) or mundane armor (for higher ranks) and only very rarely is someone buried in masterwork or magical armor of value.
AI, doesn't that stand for Arcane Intelligence in Pathfinder?
Seriously though, there's a ton of transhuman potential already in the game.
Intelligent weapons and constructs.
Sentient machines just adds another course to a big buffet of options to tell post-human 'who counts as people?' and 'who gets rights?' types of stories.
In Geb, for instance, the Dead Laws allow a ghoul or vampire or ghost to 'inherit' his own stuff from life, while, technically, in any other country, if someone's meat gets cold enough, all of their belongings and properties can lawfully be pillaged by their heirs (who might even hire monster-hunters or exorcists to evict them from their own homes, and / or this plane of existence), even if they are still active and doing stuff.
And yet ownership and legal rights of dead parties is completely arbitrary, as the Knights of Ozem seem to think that Geb 'stole' the corpse of Arazni, while, any other day of the year, they'd insist that dead people don't have any right of ownership over anything... As with most such laws, they are inconsistent in favor of the people crafting them. People they don't like (dead folk), don't get rights. If people they don't like do something they don't like (corpse-robbing), on the other hand, they'll totally make that illegal, even if it contradicts their previous stance of five-minutes-ago.
Intelligence alone, or even self-awareness, clearly isn't enough to grant rights of personhood (as many 'monsters,' but also intelligent magic items, constructs, familiars, awakened animals & plants, etc. would attest).
Such things would be philosophical ivory-tower stuff in most lands, but in post-Iron Gods Numeria, when there are self-aware machine people walking around, it could become a serious question, one that only Geb has attempted to resolve (and only in the very specific case of undead) before. (Perhaps also Nex, regarding ooze hive-minds, or even sentient items and constructs, but until we get a 64 page treatment on that nation, it's up in the air what sort of, if any, rights or citizenship status intelligent magical creations have.)
Because, of course I would, I was looking at the ninja class the other day and thought to myself 'take out all the culture-specific stuff, and this is a good chassis for a witch hunter...'
Witch Hunter (Ninja Archetype)
Skills A witch hunter does not gain Appraise, Diplomacy, Escape Artist, Knowledge (nobility), Linguisitics or Perform as class skills, but adds Knowledge (arcana), Knowledge (dungeoneering), Knowledge (nature), Knowledge (planes), Knowledge (religion) and Spellcraft to their class skills.
Weapon and Armor Proficiencies A witch hunter does not gain proficiency with the kama, katana, kusarigama, nunchaku, sai, siangham or wakizashi, instead gaining proficiency with battle axes, bolas, hand axes, hand crossbows, longswords, rapiers, throwing axes and whips (including scorpion whips). The shuriken used by witch hunters resemble metal spikes, even smaller than darts, and are called hex nails. They function identically to shuriken, otherwise, and anyone proficient with shuriken is proficient with hex nails, and vice versa.
Resist Witchery (Ex): If you succeed at a Spellcraft check to identify a spell being cast that would affect you, your specialized training and distinctive tattoos afford you a +1 circumstance bonus to saving throws versus that spell. You can continue to make Spellcraft checks to identify a continuing spell each round to gain this benefit, if you do not initially succeed, so long as it is either affecting you, or has a visible effect you could identify.
Witchery (Su): A witch hunter has a reserve of innate power, sometimes called cruor, or sang, or heat, depending on culture. This power functions identically to a ninja’s ki pool, but is based off of Intelligence instead of Charisma. For any class feature or trick that uses Charisma to determine uses per day or saving throw DCs, use Intelligence instead.
Know Your Enemy (Ex): At 3rd level, when you can make a Knowledge check of the appropriate type to identify the special powers or vulnerabilities of a creature, you gain a +1 bonus to your armor class versus those creatures attacks for the duration of that encounter, and a +1 bonus to save against their special abilities. This bonus increases to +2 at 10th level and +3 at 20th level.
New Witch Hunter Tricks
Severing Strike* (Su): A target that takes damage from your sneak attack loses their empathic connection to animal companions, eidolons, familiars or special mounts for a number of rounds equal to your sneak attack dice. While this connection is suspended, the benefits of Link and Share Spells are suspended.
Spell-Rending Attack* (Su): A target that takes damage from your sneak attack has the duration of their lowest level active beneficial or harmless spell or spell-like ability shortened by one duration increment per die of sneak attack (so if your sneak attack is +3d6, and you strike someone with mage armor and shield active, mage armor would lose 3 hours of duration, or shield would lose 3 rounds of duration). If the target has more than one applicable spell active, you can choose one, if you know which spells are active, or the result is determined randomly.