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Where does the skill point go, when a mindless creature is converted into a magical beast, for the purposes of serving as a familiar? Does the Master of the familiar choose? Is it lost to the ether? Randomly assigned to a skill that familiar would find most useful? GM Discretion?
It's kind of odd, since the half-orc favored class bonus is an extra skill rank / level added to the witches familiar...
The Evil Queen wrote:
I thought the Black Tamanous actually being the tar (which is oozy) that leaks in his footprints would be a awesome twist on the otherwise boring human creature. (my opinion, i'm sure other people would like it being 100% human disguised, but I wouldn't)
The thing with cannibals is you can't be a cannibal unless you eat your own kind. So a tarry ooze that skulks around in a human skin isn't really a *cannibal* unless it eats other tarry oozes that walk around in human skins...
On the other hand, folklore is rarely so precise. The wendigo is considered a cannibal spirit, since it started out as a cannibalistic human, and then became something else entirely. A tamanous could function similarly, starting out as a human cannibal, but being 'eaten up from within by its dark hunger' until there's nothing left beneath the skin of the former human but a black mass of hunger (with ooze stats).
Medium Ochre Jelly stats with the ability to disguise itself and enough intelligence to pass as human (so not mindless), and regeneration instead of split (to represent its ability to regrow its skin) should be adequate.
As I understand it, the world of Golarion is supposed to exist in the same universe as, say, the Earth, with the Mad Monk Rasputin. Clerics of various Golarion gods seemed to retain their powers during the adventure set on Earth (AFAIK, I haven't read the adventure...), so it would seem to be appropriate for a priest of a god from another world to retain whatever priestly powers they had on their homeworld while visiting Golarion.
So, assuming that there's a version of Earth in the setting where followers of the Christian God have Cleric powers, then those Clerics should function normally on Golarion.
That's a pretty big assumption, obviously.
Various gods of other game settings might have very specific limitations, as well, and not grant power to priests off of their home world, for whatever reason, but that would likely be a property of that god (or planet, whatever), and not of Golarion itself.
As for gods of Golarion worshipped elsewhere, some seem to have a following on other worlds (Calistria on Castrovel, for instance), but others don't even seem to have followings on the other side of the planet, and others are pretty recent (Cayden, Norgorber and Iomedae, but also Urgathoa, Irori and Nethys), so it seems unlikely that they'd be worshipped on many other worlds (and particularly not on worlds like Greyhawk or Toril that already have their own gods of beer and magic and undead or whatever).
If I were going to add Golarion to Spelljammer's cosmology, which already has Ptah and Celestian the Far-Wanderer as 'spacefaring gods' whose powers extend across multiple crystal spheres (IIRC), I'd add Desna (and the Great Old Ones) to the 'space gods' who are more likely to be revered by spacefarers.
How does one choose between Ustalav and Numeria? I almost bought the Numeria book today...it was on the shelf and the goodness inside beckoned me...Am I betraying my Golarion-Ravenloft connection by buying that glorious supplement? How...how do I choose?
Ustalav, much like the lands of Ravenloft, is almost like a half-dozen mini-settings, covering different horror themes, so it might have more general utility than Numeria, which is pretty tied into that one 'fallen spaceship' theme.
On the other hand, for me, there is no 'or,' there is only 'the one I'm buying right now and the one I'll buy later...' :)
pH unbalanced wrote:
And now I'm very interested in seeing the different ways different Golarion societies handle third and fourth genders. Well done!
I would expect it to vary wildly by culture and race.
For instance, ever since first reading about Corellon Larethian in 1st edition AD&D being androgynous and kinda/sorta both the 'father' and 'mother' of the elven race (until that Sehanine Moonbow retcon nonsense, anyway), I'd always pictured elves as not having any sort of gender role concept.
Dwarves, on the other hand, have often had staunch stuffy traditionalism as their racial 'hat.' (That being said, there's no reason *at all* that their 'stuffy traditionalism' has any relationship to any stuffy traditionalism seen among humans. Perhaps dwarven teens choose a gender, and it doesn't necessarily have any bearing on their physical gender, and it's only a point of contention if they later change their mind, since they are then viewed as inconstant and unreliable...)
And that's kind of cool, since, if a player *wants* to explore the concept of a character that is defying traditional roles (as the Barbarian Amiri is doing), perhaps even serving as impetus for why they are adventuring in the first place, it's useful to have some races / cultures that aren't all open-minded about that sort of thing. (Even with Amiri, her write-up is careful to state that the gender roles she was flouting were embraced by her specific 'Six Bears tribe,' and weren't necessarily standard among other Kellid tribes!)
Master Pugwampi wrote:
When you have that gunk in the corner of your eyes when you wake up?
That's because a spider crawled up onto your face and drank some of your tears when you were sleeping.
And it's all Cosmo's fault.
Because he's the spider!
doc the grey wrote:
The 3.5 Cloistered Cleric was pretty decent, IIRC. More skills, some extra Divination spells, Bardic Lore, add the Knowledge Domain to your current Domains, drop HD to d6, BAB to Poor and armor proficiency to Light (no shields). Updating it to PF would require mostly just throwing Channel Energy onto it at the same level (since the CC's Turn/Rebuke Undead ability was unchanged).
So I just watched True Detective, and was wondering if you had a preference between the more subtle 'questions remain unanswered' nature of that show versus something more in-your-face supernatural like From Beyond or various other Mythos-y shows.
There's a part of me that would love to see a version of At the Mountains of Madness with full-bore del Toro creatures in all their glory (kind of like 1982 version of The Thing, perhaps, which is about as Lovecraftian a non-Lovecraft movie I can think of), and another creepier atmospheric version in which it's not clear even to the viewer (perhaps until the last moment, if ever) how much of what is happening is dark human evil, or something mind-shattering and alien.
Do you have a preference, or do both have their place, if done well?
That's my new favorite Iconic picture. She's really cool looking, and I love her gear. The golden mask-faces are amazing, and I'm thrilled that she's got the good sense to wear some armor (even if drawing chain mail looks like a PITA)!
Censer, Morningstar, *amazing* familiar. Woo!
(Tuatara is one of my favorite 'you'll never see him again' DC characters, able to use his third eye to see into the future or past.)
Really like the story elements about voices from the earth / relics, the tuatara as her intermediary to the spirits, who had to learn the difference between past, present and future, etc.
Rivethun is an interesting word. Brings to mind 'riven,' or split, or straddling two worlds, which suggests the 'two-souls' concept.
Kydeem de'Morcaine wrote:
Also, like I said above, there are other people that can't seem to separate the player from the PC. The group implosion started when the evil PC (no not mine) completely in-character said he didn't see any point to stopping the drug/slave smugglers. One or two of the other players decided that since he didn't seem to be acting that must be how he really feels (I'm pretty sure it's not). Things went rapidly downhill from their.
I have seen people playing evil asking the old 'what's my motivation?' line before (quick answer, the exact same it was if there was a G on your sheet, to kill peeps for XPs and take all their GPs, it's not exactly rocket science if you've ever played a single session of D&D in your life). The basic premise of the game, that murdering folk and robbing them grants you ever increasing levels of super-powers, is *far* friendly to an evil character than to a good one, and it's not like you have to scratch the surface of any genre to find examples of 'bad-guys' turning on and attacking other 'bad-guys,' so there's not even a *tiny* thematic mis-match in evil PCs 'saving a town' by killing a bunch of *other* evil bad-guys, since being evil doesn't make you part of some happy loyal family with all the other evil folk.
I've also seen people assuming that if you are capable of role-playing something, that you must be that something. (Like, if you are a guy, and playing a female character, you must be gay, to the point where some people flat-out forbid cross-gender RP, which, for a game in which you can play an elf or a person with demon blood, is actually kind of creepy, since it suggests that those people think that it's harder for a man to understand a woman, or vice-versa, than it is for someone to pretend to be a made-up fantasy creature that we don't have to spend our entire lives living with / working with / etc.) People who jump to those conclusions don't seem to get what the word 'role-playing' means, and are perhaps in need of a quick refresher as to the dividing line between reality and fantasy. Or perhaps they should go back to updating the list of Chuck Norris facts, since they can't tell the difference between an actual badass and someone who played one in a movie once.
Just like other things (playing cross-gender), playing an evil character should be limited to playing with people with some maturity (which comes early for some, and the 12th of Never for others, and doesn't always map well to physical age...).
Certainly, it's not for everyone, and not something I'd recommend for people who grew up on online games, and are not aware that the vast majority of non-MMOs (or other cooperative team games, like football, or any other life-situation in which you have to cooperate with people you don't necessarily agree with, like, having a job, or being part of a family) don't have any sort of built-in protection against PvP, or 'alignment' concepts baked in, and that, to win, people on the same team are supposed to work together, and not fight each other, even if their politics or religion or whatever are not 100% sympatico.
Random magic items inspired by the planar magic traits in the Gamemastery Guide (p 187-193). Kind of a no-brainer item for followers of demons, angels, etc. and pretty much the exact opposite of an RPG Superstar item, since they are boring as all heck, even if they would be pretty useful for an aligned caster, or one with spells based on an elemental theme.
HEART OF FIRE
HELL’S HEAVY HAND
BLOOD SKULL MASQUE
I've played GURPS, Vampire, V&V, Gamma World, etc., etc. and pretty much all of them have nothing like alignment, or any other form of artificial training wheels to prevent PvP, like exist in many online games (where you often explicitly *can't* hurt people on your faction). The notion that an 'E' on the sheet is going to have anything at all to do with whether or not a player is going to be a jerk (when, in my experience, it's the ones playing LG Paladins that are more disruptive and prone to PvP) seems odd.
As long as the evil player is willing to play their character as intelligent, there should be no issues. If the player is going to use CE or CE or NE as an excuse to be a jerk, that's not a problem with the alignment, that's a problem with the player, and one that will crop up *even faster* when they play a Paladin, and can use their 'code' to dictate what everyone else in the party can do.
If it only gives the natural weapon 'sundered' the broken condition, that's just a -2 to attack and damage rolls, and reduces critical stuff to 20/x2. It's not a terrible penalty, but still a useful thing, particularly if it nullifies special stuff like grab or poison until the wounded party receives some healing. (Like with the crippling effect of caltrops, it should be healable pretty easily, with any magical healing or a Heal check, and not require anything super high level like regenerate.)
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.