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I'm beginning preliminary work on a Kaidan Setting Handbook. What would you like to see in it? I'm thinking the start would have an overview of Kaidan, from a perspective that anyone living there would know. Next would be the players section, which would include races, new classes, archetypes, feats, equipment, spells and traits, as per the structure of the Core Rulebook. The GM's section would include detailed discussions on running an oriental setting, then a horror setting, then specifics about Kaidan - the deeper knowledge that many locals are not aware of, at least regarding specifics such as politics, economics, religion, government, the social castes, cosmology and the Death and Reincarnation cycle. Magic items, Ancestral Relics (Kaidan's artifacts), and a Bestiary. This would be followed by a detailed gazetteer of main islands of Kaidan and their respective provinces, major cities, points of interest and wilderness reaches. Additional maps would be created as well. Some people might prefer a bestiary section kept out, rather in it's own bestiary as a separate book. Would this be a preference? What else would you like to see, or what better method of displaying the material would you prefer? While Frank Carr wrote most of the gazetteer of the City of Kasai, I (Michael Tumey) authored several locations specific to the original map of the City of Kasai that I created for the Jade Regent AP, as a lineart hand-drawn map. Some background information: when I was discussing the design needs for Kasai, with Wes Schneider, I knew that large east Asian urban areas are always sectioned into a rectangular design of canals. All feudal period cities had them. But Wes wanted meandering paths and roads that led to interesting locations and hidden alcoves. So I compromised by suggesting that the original town, before Kasai became a city did not feature canals and simply followed the river bank and terrain, being mostly located in the southern quarters of the city. As the town grew, especially after the emperor moved to Kasai and made it it's capital, the canals were cut as an afterthought. This is why the curvy streets of Kasai end in odd angles with the long straight streets paralleling the canals. As I designed this map, to lessen the monotony of drawing hundreds (over 850) mostly rectangular buildings to fill the city, I really thought about where to place the next temple, shrine, park, cemetery, market area - to make the map seem functional to a real living city (plus the story aspects of what goes on there keeps me from getting bored.) I created Area 10: Setting Sun Cemetery (my favorite location in Kasai) as one of several locations for the gazetteer. Note due to word count restraints, and the needs for providing fluffy hints, no mechanics, for a given location, I could not place what I wanted to place. Notice a narrow triangle next to the canal at area 10 on the City of Kasai map. Imagine this triangle is actually one oblique corner of a square area that the rest of the perimeter was destroyed in the placing of the canals. The large temple district at area 11 is built on the larger area of the former shrine square. That narrow triangle piece was part of the cemetery, where most of it was removed when the canal next to the remaining cemetery. Despite the efforts of the Temple of the Sun's Blade adepts at consecrating the area, the bisection and subsequent destruction of a holy area due to urban renewal construction would be act of great blasphemy - and so Setting Sun Cemetery is cursed and haunted. I even created (but couldn't include) a specific haunt for it: The Grappling Ghost Haunt CR 12
So in case anybody wanted further detail on one specific site I created, I have made it available here! Say I want to do the Baleful Polymorph spell to create boar or pony (which are medium animals) with the young template, essentially creating a piglet or pony colt? Or must be only choose small or smaller creatures by standard size? I'm looking to create a country witch with a farm of polymorphed humans as farm animals. Working on a list of classes to develop for a Kaidan martial arts type supplement, and aside from the obvious monk variants, I'm looking to include a few archetypes for concepts such as Unarmed Magus. I'm thinking someone recruited into a monastery discovered to have an arcane talent and given martial arts training that incorporate spell power of the magus class. First of all I'd pull access to armor, including light armor. Since that's a big nerf of the standard magus, I'm thinking of replacing it with Monk AC Bonus. Then 7th level Medium Armor is replaced with Evasion, and 13th level Heavy Armor is replaced with Improved Evasion. At some point, probably first level, I would need some class ability that confers a +1 enhancement bonus to your striking hand. An unarmed magus must choose one of his hands to serve as his striking hand for the purposes of casting spells with the other hand. I would need to come up with a least a half dozen Magus Arcana that conferred special bonuses especially suited to an unarmed magus, perhaps a smite-type arcana that grants special damage against certain targets, etc. Are my AC replacement choices too powerful? What would be a better way to confer an enhancement bonus to unarmed strikes? GP I'm looking at the possibility of developing my own publication in a racial/faction book for gnomes based on a racial thieves guild. I'm developing it own pantheon, and church which operates as a bank and the government of their society. An offshoot of the gnomes that came from the Fey lands long ago, this branch encountered a Dwarven merchant community and the gnome leaders were cheated in a trade agreement. This lesson taught them that earning profit through whichever means should be the focus of gnomes among the other races. The Gnomic Syndicate is the church, government, military, arcane, and socio-economic structure of the gnomic people. The central government comprises a council of clerics who are also mercantile magnates each with their own extended commercial empire. They serve as the center of faith, franchiser of gnomic licensed thieves guilds across the world(s), and tax collector of gnomic society. All members of gnomic society are lifetime members of the Gnomic Syndicate (unless outcast and liquidated). Gnomic Military - because gnomes are small, they are less effective combatants (in most cases) than other races. The gnomic military has units of fighters and rogues, but only as the lower echelon of the military. The officer corps form the bulk of gnomic military tactics and that is arcane based attacks. Gnomic wizards, sorcerers and bards serve as the primary combatant with a relience on stealth and subtlty. Assassins are also members of the gnomic military. All members of gnomic society have dual ranks in the military as well as the syndicate (unless outcast...) Auditor (inquisitor archetype) are agents of the church of the Syndicate and ruthlessly pursue problems in the franchised guildhalls, especially undeclared profits hidden from the annual profit reports. Auditors have the power to outcast and liquidate any gnomic guild member who cheats the home church of its proper share in profits. Thieves Guilds - perhaps not true in every case, but many thieves guilds existing in the communities of other races, whose members are of those races were founded by a Gnomic Profiteer, licensed and franchised by the Gnomic Syndicate. In some cases these gnomes are the standing guildmasters, though often the gnomes hide behind the scenes with a puppet guildmaster of the local race as a 'front man'. The goal of each guildhall is to find creative means to drain the local ecomony into the Syndicate coffers. The method of operation isn't just thieving, however, but any profitable commercial activity. Some operate legitimate trading concerns, some operate with agents as 'traveling salesman', all the dark trades of slavery, weapon/drug-running, smuggling, prostitution, loan-sharking, protection rackets and other black market activities, even night clubs and other entertainment centers are common among the franchised guildhalls. While spellcasters rule their society, the bulk of its members exist as family business concerns as rogues and profiteers. Profiteers are independant traders, con men, purveyors of products and entertainments. New Skill: Perform (sell) Using presentation skills to sell a product or idea to a potential customer. Alternate Gnome Traits: Counter's Gift - recognizing discrepancies in bookkeeping and forgeries. Gain a +1 bonus to Perception and Linguistics checks regarding accounts, legal and contractual documents. Canny Eye - recognizing the value of goods and services. Grants a +1 bonus to Appraise and Knowledge (local) checks. Silver Tongue - the consummate salesman and story teller. Grants a +1 bonus to Bluff and Perform (sell) checks. Must speak the language of the potential customer. Profiteer (Alternate Bard Class) Skills: add Perform (sell) and Profession (merchant) Market Knowledge (Ex) - a profiteer adds half his level (minimum 1) to all knowledge checks the regarding the trade value of goods and services across multiple markets and may make knowledge checks untrained. This replaces Bardic Knowledge. Bardic Performance - a profiteer gains the following performances: Empathic Dialog (Ex) - grants a +1 to Sense Motive checks, +1 at 5th and every 6 levels thereafter. Can be used to detect the real wants and needs of a potential customer, as well as what they are willing to pay for it. This replaces Inspire Courage. Fast-Talker (Ex) - at 3rd level, can bewilder a potential customer who is already fascinated. This does not affect the fascination, but does require a standard action to activate (in addition to the to the immediate action to continue to fascinate.) The target must make a successful Will save, DC = 1/2 profiteer's levels + Chr modifier or miss important details regarding a given commidity and compelled to make a purchase or accept an idea. This replaces Suggestion. Language of the Deal (Ex) - at 8th level and higher your consummate sales skills are so finely tuned, you needn't speak the language of the potential customer. As long as he can see the product offered and understands the trade value required, there is no need for Linguistics checks. This replaces Dirge of Doom. Bait and Switch (Ex) - at 9th level, by distracting the attention of a targeted person, one of your allies gain a +2 bonus to Steal Combat Maneuver, Stealth or Sleight of Hand. For each 3 levels beyond 9th an additional ally gains this bonus. This replaces Inspire Greatness. Sell Anything (Ex) - at 14th level and higher, a target accepts your deal or latest proposal with little to no problem. Will save, DC = 10 + 1/2 profiteer's level + Chr modifier to negate. If they make their Will save they are not aware of the attempt to swindled, but their attitude is shifted down one level. Each attempt in a 24 hour period gives the target a +2 to their Will save, whether they saved on the last attempt or not. (Requires a Perform Sell and a Bluff check for others watching.) This replaces Frightening Tune. Golden Tongue (Ex) - a profiteer of 20 levels or higher can use his performance to cause a single potential customer to pay you all their worldly goods to purchase something you are selling. To be affected the target must be able to see and hear the profiteer perform for 1 full round and be within 30 feet. The target receives a Will save, DC = 10 + 1/2 profiteer's levels + Chr modifier, to negate the effect. If the target's Save succeeds, he does not recognize your attempt to swindle him, and the profiteer cannot use to the same target again for 24 hours. If the target's Save fails he is compelled to offer everything he owns. Golden Tongue is a mind-affecting effect that relies on visual and audible components. This replaces Deadly Performance. Thoughts? Michael "GP" Tumey Free RPG Maps is dedicated to creating generic fantasy terrain map tiles called Endless Terrain Battlemaps. This is a set of four double side printed full color map tiles with heavy duty lamination. Tiles come with 1 inch square or hex grid. All the maps have geomorphic edges so no matter which map side you place adjacent to another the terrain graphics match perfectly. Each month we will be producing a new set of map tiles focusing on a specific terrain design. The first month's offer is Heavy Woods. Every 2 weeks, the first and second half of each month we will produce a unique map design that geomorphically matches the current month's tile map set but is a less than generic location in that terrain. The first free map download available is Heavy Woods - Rocky Hill. You have to signup on the free community forum to access the free map downloads. A full each, double-side printed set of 4 tiles (8 map set) is $19.95. Subscribers get the full Endless Terrain Battlemap set for $19.95, but also get the two free bonus maps as one more (5th) double side printed and laminated tile free with their ETB order. Pricing includes shipping. There are polls on the forum to find out what terrain type do you want next, vote on the poll so we can design to fit your needs. We also plan to introduce a point system earned with each month's subscription fee paid. After 4 months of subscription, you are eligible to have our map designer create a custom map for an existing map tiles set - you include up to five key words for terrain features your map must include. We are also offering special low price commissions to RPG publishers, where we design an encounter for your adventure in the Endless Terrain Battlemap format - which we will make available for customers to purchase. We plan to create multiple versions of forests, deserts, arctic terrain, caverns, dungeons, alleyways, plains, mountains, etc. Check out the site today! Link here: Free RPG Maps website Michael "GP" Tumey Rather than impinge on the Ninja thread where I introduce this idea, I thought I'd start a new thread discussing here... There is a complaint that the Ninja somehow is diminishing the rogue. There's truth to that, but only where a Ninja as stealth killer/spy does that better than a rogue. While that certainly needs tweaked, another way to mitigate that problem is to expand on what rogues can do with their talents - so there's plenty of things rogues should be able to do, that ninja should not be able to do. Note: I am specifically building a society of classes for Yakuza to be used in my Kaidan: a Japanese Ghost Story setting. These are options I intend to offer Yakuza based rogues, and as an option should be available to all rogues. I'm looking for feedback on the talents below, and suggestions for more! Gambler Talents: Reading Tells - the ability to read hand, facial gestures and postures of opponents in games of chance. Using a Sense Motive check to detect if your opponent is bluffing, indicating a good or poor hand in a game of cards. Granting bonuses based on rogue level. Reading Signs - the ability to work with an accomplice who is reading an opponents cards or hidden dice in games of chance and subtly communicating this to you without detection. Grant a penalty to all Perception checks to detect signs are being used to attempt to cheat at games of chance. The level of the rogue grants bonuses to this ability. Both you and your accomplice requires this talent to attempt to communicate this way. Charisma Based Talents: Misdirection - this ability is used to draw the attention of a specific target away from some covert activity being done by another party member. This could be used in combat to allow another rogue to get in position for a flanking maneuver, as well as outside of combat for sleight of hand or other unobserved activity. Improved Lie - using the Bluff skill with this talent enables a rogue to tell more convincing lies that confer penalties to Sense Motive checks to detect the lie. Rogue level adds bonuses to this check. This ability can be used in confidence games to outwit someone of their money. Arcane Tattoos: unlike 3x monks, only the Hinin caste members which include Yakuza are allowed to wear tattoos, as for higher social castes, tattoos are considered taboo and a mark of a criminal. Either as a replacement for Minor and Major Magic talents or as an optional add-on: Minor Tattoo (clan sign) and Major Tattoo grants enhancement and other bonuses offering a Supernatural ability to enhance rogues. Ki Trait and Feat: in Kaidan any class may take the following Trait and Feat as a means to access a limited ki pool for specific Supernatural abilities to any class including rogue. Ki Potential Trait - by selecting the Trait, you may take the Activate Ki feat at 4th level. Activate Ki feat - at 4th level if you possess the Ki Potential Trait, you may take this feat to grant you access to a ki pool of half your current level (4th), but does not progress above that. You may take the Extra Ki feat to add one more point, though your total cannot exceed 3 ki points. General Ki Powers List - a list of general use Ki powers accessable to anyone with Ki Potential Trait and Activate Ki Feat for a variety of Supernatural abilities available to non-Ki classes. (In Kaidan both Monk and the Shinobi archetypes gain access to full ki pool) Thoughts? GP Yojimbo (alternate ranger class samurai) While hatamoto samurai serve at his lord's fortress as well as leading his armies into battle, the yojimbo forms the bulk of his lord's retainers by being his face throughout the lord's province. These warriors travel about his lord's lands righting wrongs, and defeating his lord's enemies. A ronin yojimbo often serves a community in place of a lord. BAB: full
1st: 1st Favored Enemy, quick draw, intimidating stance
Favored Enemy: must select humanoid (human) as first choice, but gains a bonus +1 against a primary enemy samurai clan, then may select a different enemy samurai clan, humanoid (oni), humanoid (shapechanger), humanoid (yokai), humanoid (yurei), monstrous (oni), monstrous (shapechanger), monstrous (yokai), humanoid (giant), monstrous humanoid (giant) Intimidating Stance: a yojimbo gains a bonus to all Intimidation checks equal to 1/2 his level plus CHR bonus, minimum of 1. Combat Style: Iaijutsu - Cleave, Power Attack, Vital Strike, Weapon Specialization; at 6th level add: Furious Focus, Improved Vital Strike; at 10th level add: Deadly Stroke, Improved Critical. Yabasume (archery) Far Shot, Point Blank Shot, Precise Shot, Weapon Specialization; at 6th level add: Improved Precise Shot, Point Blank Mastery; at 10th level add: Pinpoint Targeting and Shot on the Run. Ancestral Focus: at 3rd level a yojimbo is able to commune with one of his ancestral spirits that grants special powers as determined on the progression table, only one ancestral spirit can be the ancestral focus of the warrior Honorable Discourse (Ex)- if using the Honor rank mechanic, gain a bonus to Diplomacy and Leadership checks equal to Honor score. If not using the Honor rank mechanic, add half the Yojimbo level as a bonus Diplomacy and Leadership checks. Mount's Bond: at 4th level a yojimbo forms a bond with his mount, allowing the mount to serve as an animal companion, but only effective as a druid level of -3. Weapon Bond: a yojimbo may optional take Weapon Bond in place of Mount's Bond, this allows the yojimbo to permanently assign one of his ki points into his chosen weapon, granting a bonus +1 to Attacks equal to 1/4 his yojimbo level minimum of 1. Ki Pool (Su) - at 4th level a yojimbo gains a ki pool equal to half his level, minimum 2 Ki Powers (Su) - choose one ki power from the General Ki Powers List, at 16th level gain access to the Greater Ki Powers list. Vorpal Strike (Ex) - on a successful critical using your primary weapon, if your strike is at least 5 greater than required to hit cause a vorpal strike that slays your opponent immediately. Ancestral Focus List: 1st ancestral focus - select a Skill Focus of your choice as a bonus feat. 2nd ancestral focus - add 1/4 your Yojimbo level as bonus to your initiative roll, minimum +1. 3rd ancestral focus - once per day, gain ancestral bonus to damage rolls using your preferred weapon equal to 1/4 your yojimblo level, minimum +1. Increase the number of times per day for each 3 levels above 9th level. 4th ancestral focus - gain a bonus attack at your maximum BAB when using your preferred weapon. 5th ancestral focus - force a single opponent to consider you his primary opponent, by granting a -1 penalty to their attacks against anyone that is not you within 30' range. This penalty increases by 1 for each 3 levels beyond 13th level. 6th ancestral focus - grant all allies within 30' range a +1 bonus to attacks equal to 1/4 your yojimbo level. 7th ancestral focus - call out your ancestor's name once per day, and gain a +1 ancestral bonus equal to your half your yojimbo level to bypass Damage Reduction for number of rounds equal to CHR bonus, minimum +1. Ronin - if through choice or circumstance, a yojimbo becomes a ronin, he gains a -2 penalty to Diplomacy and Leadership checks, as well as a permanent -2 to his Honor rank (if using the Honor rank mechanic.) Honor - as a scale of 1 - 10 ranks, honor grants bonuses to Diplomacy and Leadership checks. A yojimbo requires a minimum honor rank equal to 1 half his level. Every two levels a yojimbo must announce he is performing a task in service to his lord, that fits his lord's goals or in contest against one of his lord's enemies. The yojimbo earns no experience points in the performance of this task, though on successful completion he raises his honor rank by 1. If a yojimbo possesses an Ancestral Relic (weapon or magic item), a minimum amount of rank is required to access the higher powers. (Ancestral relics are similar to Legacy Weapons & Items.) Thoughts? GP Since the Ultimate Combat Playtest is a hot topic right now, I thought I'd post an update to the current status of Kaidan classes. This is for my Kaidan: a Japanese Ghost Story setting. The first adventure - The Gift: Curse of the Golden Spear will be released in February 2011. In Kaidan, the empire is essentially lawful evil, as is the state religion, Zaoism - it is the interpretation that reincarnation through the Buddhist Hells is the path for Kaidanese salvation. The nobility has been cursed by the founding of the empire, they are all varying types of undead, caused by an uttered curse at its founding. Nobles are NPCs. Samurai is a caste, not a class, of priviledged servants consisting of courtier bard (meika), cavalier (hatamoto), yojimbo (alternate ranger class), and court wizard (onmyoji). Samurai serve a lawful evil nobility. Thus ronin, though with social penalties for being so, are a viable player character at start up, actually the preferred status in the setting. Yamabushi, being an opposition religious practice, are in fact the Paladins of the setting and are members of the Commoner caste. Still looking for the correct term for our setting's inquisitor, Zaoist secret police - heretic hunters. Sohei are the mooks of the state religion and consist of both Fighter and Monk archetypes, with a few clerics higher up in the chain. Cleric (kannushi) and Oracle of Spirit Mystery (miko) follow an animistic faith involving uncountable kami spirits each 'locked' to a single location. Miko are closely tied to ancestral spirits, Ojigami. Fighter (Heimin bushi) are martial arts specialist fighters who include militia, police, guards, escorts, bandits (nobushi), and pirates (wako). Shinobi are archetypes for Bard, Monk, Ranger, Rogue and Sorcerer, the Ultimate Combat Ninja is very close to our Rogue (shinobi) archetype. I intend to create a Ninja prestige class, however. Yakuza, like Samurai, is a culture not a class consisting of bards, fighters, monks, rogues and tattooist sorcerers of the Yakuza archetype. Yakuza are members of the Tainted or Hinin caste - between Animal and Jigoku, lowest of the social castes. This is not Golarian, however, it could exist offshore as it is an archipelago of islands... I thought I'd start a new thread, since I've posted a factoid in one of the Ninja "katana" threads twice of this historic fact, but it keeps getting repeated in contradiction despite what I say. Below is link to Samurai-Archives.com, probably the definitive source on all things Samurai. I learned most of this data long before reading this site, but with its reputation (better than mine) confirms several things listed below. Samurai could be Gunslingers, as they too used guns. Code of Bushido was not something that all samurai followed throughout their history, although called house codes in earlier days, it was only fully adopted during the Tokugawa Era. Ninja were samurai specialized in covert ops, they weren't criminals, or a secret society of lower caste fighters, they were samurai So trying to say that katana should only be a samurai weapon is confirmed with ninja being samurai as well. The following is a link posted by the forum admin for that site: What if there is no overarching pantheon of gods, instead there are hundreds of unique, tranquil, odd holy sites based on natural locations each containing its own divine spirit. (I'm looking at including this world view as part of Kaidan: a Japanese Ghost Story setting.) There might not even be a need to differentiate monsters from spirits. A blighted grove of trees for instance could 'summon/create' an owlbear to retaliate to those around it. In game its just an owlbear, but in reality it has been actuated by the gods and is not biological at all. My problem it seems is that Cleric doesn't easily identify with, nor access his divine spells and powers in an animistic world view. The Druid, for a number of reasons doesn't fit either - I don't want shape-changers as a class, as there is a defined shape-changer PC race available. An oracle fits better, but the setting already includes one Oracle (Miko Shrine Maiden), would another Oracle be the type to fit better? Would creating a shaman like class better fit this motif? I personally don't care for the term 'shaman' as it makes think of a primitive witch doctor or something. And something akin to Japanese shinto priests seem more refined than a shaman, though 'spirit-talkers' like those needed for an animistic world might be better applied to a shaman class. Tonight I will do some work designing a possible Shaman class. My questions are would it be better to hammer the cleric/druid to serve this role, choose a second oracle for the setting, or design a completely new class? GP So although I've already created one idea for a samurai class for my Kaidan: a Japanese Ghost Story setting. In hindsight, I'm thinking it would better serve to leave samurai as a caste or social class, not a player class. Rather allow for several base classes as archetypes that all represent samurai, chosen by the player of appropriate caste. Cavalier - would suit well with the traditional mounted archer, emphasis on Japanese weapons and mounted archery. Fighter - especially those of the Shogun's army, imperial and provincial guards. Paladin - for the rare good samurai seeking to better society, ancestral connection for divine powers (ojigami). Anti-Paladin - except I need him to be Lawful Evil, instead of Chaotic Evil. Ranger - with added combat styles, ki powers instead divine casting, more generalist, than wilderness. Hatamoto (courtier) - a bard adaption (?) or courtly bureaucrat samurai. Ancestral Weapon feats allow for the samurai's chosen weapon to level up starting at 1st, 3rd, the every three levels above this (these are bonus feats). Perform: (tea ceremony) is a required 'centering' skill.
Samurai can be both male and female. Ronin is a status, not a class, loss of honor, intolerance by authorities, distrust by commoners. Samurai weapons include: daikyu, katana, naginata, wakizashi, yari, yumi as variations of standard PF weapons, though daikyu might be unique. I need some kind of honor system, granting diplomacy bonuses, and linked to ancestral weapon bonuses. I think this works better than creating a whole new class just for samurai. Thoughts? GP OK, I'm nearing final development stage of Kaidan RPG next month, and some new ideas about the ninja is stirring - a completely different direction than I've previously planned and developed, but seems very intriguing. I need your critiques and comments. Prerequisites: ki pool, ranks in acrobatics: 8, ranks in disguise: 5, ranks in stealth: 8 In Kaidan, I have a Budoka to represent the standard PF monk in my setting, however, I am thinking of adding Shinobi as another standard monk, though one that is born and trained in a Ninja House. At 5th level or higher, the Shinobi monk may choose to take the ninja prestige class, which grants him access to 10 selections of ki powers unique to ninja, though from a large pool of ki powers to choose from. Also a Shinobi, must choose one class to multi-class in (up to 10 levels, as the this second class is integrated into the Prestige class.) The shinobi must choose to multi-class as: fighter, rogue or sorcerer. In Kaidan all ninja houses are based on ninja bloodlines, thus all have a possible sorcerer bloodline connection (five available ninja sorcerer bloodlines...) So taking this prestige class is a different kind of multi-classing. Is that even practical? I'm looking for a jack-of-all trades type ninja that offers a different mechanic to multi-class, built into a prestige class...? GP Not that I might not publish this one day, this is just the home-brew I'm DMing for my Pathfinder gaming group. The Free City of Zentiir was founded 400 years ago by a mercantile league whose body of trade litigants drafted a charter with the local sovereignty for a section of coastal land to established a free port. In exchange for discounted prices for trade goods to that sovereignty they're city is free from intervention by outside forces, maintaining there own laws and government, establishing it as their capital. The signed charter is binding for 10,000 years. Stipulations in the charter allow for exiles, escaped criminals and other outlaws the chance to live in the community, and do their best to escape the bounty hunter guild that exists there for a specified period of time they are declared free of those crimes. Also the life of the charter extends beyond the government of the mercantile league and the sovereign powers who own the land now leased in the charter. Those who are apprenhended are held in a maximum security prison, enhanced to hold outsiders and spellcasters maintained by a monastic order of lawful neutral prison keepers. The prison is also a temple, the order abhors capital punishment preferring incarceration. Even if a prisoner is sentenced to 500 years, the order uses their powers to minimize the aging process so the prisoner can in fact serve the entire sentence and be freed as someone only 20 years older than when they entered. One of the signers of the Free City Charter was actually an outsider (?) spying on this legal body in the name of Abadar - god of cities, wealth, merchants and law. By his signature the charter was binding at an extraplaner level. And recognized by more than one lawful deity as a legally binding. It has been 400 years since the signing of the charter and outsiders including exiled rakshasa, marid, efrit, deva, demons and others reside in the city as merchants, crafthouse owners, guild leaders and other places of power within the great Free City. In the last century a militant naval empire from across the ocean has encountered and conquered the mercantile league and are the new sovereign government of the city. Being lawful evil they too honor the charter in every aspect, though serve a different philosophy than the previous tenants. PCs tend to work for one faction or other usually under hidden leadership by one outsider or another, and plots, intrigue and assassination are set between the various factions. A strong, well equipped police force maintains order, but in most ways leaves the resident none evil population in peace. Just for fun, I am having an attorney friend of mine draw up this charter in semi-legalese, and olde world flavor to serve as this fantasy legal document - as a hand-out, code of the city. Thoughts? GP OK, as mentioned, I was looking to redevelop my 'armored wizard' (runemaster) class with something more Vancian in style. I used the Witch as a loose template borrowing her Hex feature to emulate a Rune feature for this class. The Runemaster does not have a limited spell list, rather uses the full sorcerer/wizard spell list. Runemaster (wizard) - Draft 2 HD: d6, BAB: half, Saves as per wizard, 2 + Intelligence modifier for skill points. Skills: same as wizard, except replace Knowledge (planes) with Knowledge (fey) and both Knowledge (history) and Knowledge (local) with Knowledge (clans). Restrictions: a runemaster is proficient with all simple weapons. They are proficient in any light armor, but no shields. Medium and heavier armor interferes with a runemaster's somantic gestures and subject to spell failure as per Arcane Spells and Armor on page 137 of the Pathfinder RPG Core Rulebook. 1st: Arcane bonded item (runestaff), arcane school, cantrips, and carve rune (as a new item creation feat).
Arcane Bond - a runemaster can only have the arcane bond with her runestaff only, she cannot arcane bond a familiar, unless she has multiclassed with a class that has access to a familiar, otherwise works as per wizard's arcane bond. Carve Rune (Item Creation Feat) - required to carve arcane runes on the ground, onto wooden, stone or metal surfaces. Somantic Components - all runemaster spell somantic components involve gestures using the runestaff including lifting, waving and tapping on ground. Spells: a runemaster casts arcane spells from the sorcerer/wizard spell list. A runemaster has the same spell progression as a wizard and does not have a restricted spell list. Rune: runemasters learn a number of empowered carved symbols, called runes, that grant them powers or protections. At 2nd level a runemaster gains a rune of choice, and an additional rune every two levels after, as noted below. A runemaster cannot select an individual rune more than once. At 10th level a runemaster gains access to greater runes. At 18th level a runemaster gains access to master runes. Bar (Su) - a runemaster places this rune onto a door, chest or portal to confer arcane lock, as per spell. Brehon (Su) - a runemaster creates a zone of truth, as per cleric spell, all who stand within 20' radius around the rune cannot tell a lie. Fascinate (Su) - this decorative rune causes all those who view it to become fascinated, for 1 round + 1 round per 2 runemaster levels. Will save negates. Obfuscation (Su) - as a runemaster gains power, when carving this rune she becomes more difficult to view and scry, eventually gaining mage's private sanctum combined with false vision at 5th level. At 2nd level she can obscure object, as per spell and have 20% concealment when she moves as if she has the wind stance feat. At 3rd level she gains nondetection combined with invisibility. At 4th level she gains greater invisibility and has 50% concealment when she moves, as if she has the lightening stance feat. Puzzle (Su) - a runemaster can create a rune that causes all those who view it to become confused for 1 round + 1 round per for evey two levels of runemaster who places it. A Will save negates. Reading (Su) - a runemaster can read any book, document or scroll within 10' of the location of this placed rune, as per comprehend languages. Sanctuary (Su) - a runemaster can place herself under a sanctuary, as per cleric spell. Secure (Su) - a runemaster can place this rune onto a door or portal and confer the hold portal spell. Trapped (Su) - a runemaster can protect any rune she creates by combining the rune with explosive runes, as per spell. Warding (Su) - a runemaster can protect any rune she creates by combineing the rune with a glyph of warding as per cleric spell. Greater Rune (Ex) - at 10th level, a runemaster can select from greater runes. Greater Fascinate (Su) - works as fascinate rune, though effects last for 1 round + 1 round per level of runemaster. A Will save of 10 + 1/2 the runemaster's level + Intelligence modifier negates. Greater Puzzle (Su) - works as puzzle rune, though effects last for 1 round + 1 round per level of runemaster. A Will save of 10 + 1/2 the runemaster's level + Intelligence modifier negates. Greater Warding (Su) -a runemaster can protect any rune she creates with a greater glyph of warding, as per cleric spell. Symbol (Su) - as a runemaster gains power, she gains access to all of the cleric's symbol spells. At 10th level she can place a symbol of sleep, at 11th level - symbol of pain, at 12th level - symbol of persuasion, at 13th level - symbol of fear, at 14th level - symbol of weakness, at 15th level - symbol of stunning, at 16th level - symbol of insanity, and finally at 17th level - symbol of death. Master Rune (Ex) - at 18th level a runemaster may choose one of the powerful master runes. Superior Fascinate (Su) - works as greater fascinate rune, however condition is permanent, unless making a Will save, DC = 10 + 1/2 runemaster levels + runemaster's Intelligence modifier. Superior Puzzle (Su) - works as greater puzzle rune, however condition is permanent, unless making a Will save, DC = 10 + 1/2 runemaster levels + runemaster's Intelligence modifier. Rune Mastery - runes are created instantly when spoken out loud. Runestaff - a runestaff is a heavy oak staff that is 6' long. The upper 12" resembles a wooden cudgel (shillelagh) and can be used as a weapon. The runestaff serves as the spellbook, arcane bonded item and used to gesture somantic components for all spells. [I need two more Greater Runes, and three more Master Runes...] Thoughts? GP So while working on variant spellcasters for my Iron Age Celtic setting, I've created a Runemaster to work as my primary wizard class in an illiterate society. Below is the basic rules and how Rune magic works. When I first created her, she seemed plenty close to wizards to work as a variant class. Then I realized that the method of casting magic allowed for this wizard to wear armor without disrupting her spells. Is that too powerful? Runemaster (Wizard)
1st level: Arcane Bond, Create Staves feat, Arcane School, Cantrips.
Spell Access: as per Sorcerer/Wizard list
Runestaff: 6' long Spellcasting: casting takes 10 minutes + 10 minutes per spell level to carve runes to hold the spell onto the runestaff. Runes cover 1 square inch per spell level, four 1 square inch areas can be placed in circumference around the runestaff. The top 12 inches of the runestaff resembles a cudgel (shillelagh) and can be used like one. Thus 60 inches of height x 4 square inches means a runestaff can hold 240 levels of spells. A command word is uttered to release the spell and the rune leaves a burned blackened area. Once spent that area can nolonger hold a rune replacement. Perodically the runestaff needs to be replaced. A rune typically remains active for a number of days equal to the carver’s runemaster level times the level of the spell (0-level spells count as ½ level for this purpose). Thereafter, the magic fades, and the rune can no longer be triggered. Dilema or Opportunity? If you've already cast your spells into your runestaff for the day, and activating a spell is merely uttering a command phrase for a specific spell. Wearing armor will cause no disruption to spells being released from the runestaff. When you place them, you cannot be wearing armor (without taking % spell failure penalties) or otherwise be encumbered as you cast the spells initially. Once placed should a runemaster not be able don some chain-mail or whatever other armor she has access? Which means the Runemaster is in every way a wizard, except there are no spellbooks, no scrolls, a staff with carved runes carrying daily and older not yet expired spells, and can wear armor (no shields) for most of the day! Should I not allow Runemaster (wizards) to wear armor, or should it be a benefit for the way they cast their spells? If too powerful I could possibly limit the runemaster's spell list like that of the Witch... GP Clan Warrior class (draft 2)
1st Clan Focus
Clan Focus:
Druidic Focus: dwells near druidic learning centers and fey regions
Equine Focus: dwells in areas of plains and breeders of excellent horses
Highlander Focus: dwells in highland regions
Pirate Focus: dwells on coastal regions and islands
Smith Focus: located near iron-rich ore fields
Shield Training:
2nd level: Dodge as free bonus feat
Ancestral Lineage Powers:
Fey Pathfinder:
Navigator:
Raider:
Worg:
Favored Enemy:
Shield Mastery:
GP The Soho Gallery of Digital Art is hosting a Cartographers' Guild Art show on July 16 - 29th, 2010, in New York City. At least three of my maps will featured in the show. Gicle prints will be avaiable for sale at the gallery with a 70/30 split in profits between artist and gallery. I think its very cool that the CG site is getting its own NYC art show, and that my work will be a featured part! Looking forward to the event! GP Developing ideas for my Iron Age Celts campaign setting to be released for early next year, the need for a distinct martial class to represent the most common type of clan hero, raider, and monster slayer called the Clan Warrior. Due to the lack of discipline and drilling in training, Celts have no fighter class in their society. The Clan Warrior serves that position. The following is my first draft at this proposed class. Don't think of this as a bastardization of barbarian, fighter, and ranger, the clan warrior is more a missing link between the raging barbarian and the specialized martial classes more common to other settings, thus has a mix of class features found in other martial classes. Celtic Clan Warrior:
1st level: Clan Warrior Feat, Skill Focus: Intimidation
Clan Warrior Feats: currently building a list of 12 to 15 feats, some as prerequesite chains, so far: Deflect Arrows, Del Chliss (2H str bonus with spear), Spear Catching, Improved Salmon Leap (Salmon Leap Combat Maneuver*), Spear Kick, Flying Charge, War Sling Focus, War Sling Master. Rage Powers: as per Barbarian class feature, at half progression, no mighty rage ability. Shield Training: because Celtic Clan Warriors are restricted to medium armor and shields, shields become of greater importance as well as the most common type of armor available, as expensive bronze scale, ring and chain mail are reserved for clan leaders and champions. Gain +1 deflection bonus to AC, reduce armor check penalty by 1 (shield only), and increases the maximum dexterity bonus by 1 (shield only). Favored Enemy: using this as per Ranger class feature, as raiders and heroes, Clan Warrior uses the Ranger Favored Enemies Table. The first selection of Favored Enemy must be a specific enemy Celtic Clan, as a requirement for the setting, applying especially to raids, only one clan can be chosen. Shield Master: as a 20th level capstone power, shield masters use their shields as if they are one size category smaller, and half the check penalty unless otherwise stated. Thus tower shields, for example, are considered medium shields by its wielder. *Salmon Leap is a new combat maneuver that can be performed by Celtic Clan Warror. Against a flat-footed opponent make a verticle jump allowing warrior to make a single attack as a standard action, bypassing opponents shield AC bonus, but incurs an Attack of Opportunity. (Improved Salmon Leap clan warrior feat negates this incurred Attack of Opportunity.) Del Chliss feat is the same as using a 2-handed weapon gaining half your strength bonus added to damage, but applies to any Celtic Spear. Spear Kick feat, by placing your spear on the ground, you can kick your spear at your enemy for double strength bonus to damage, but confers a -2 attack, and you are considered flat-footed due to odd body position required for kick maneuver. Improved Spear Kick feat, lessens penalty to -1 attack, and lose half your dex bonus, but are not considered flat-footed. War Sling Focus: add 10 foot effective range for sling missle combat and +1 hit. War Sling Master: critical hits with sling stones are automatically confirmed, and gain a +1d6 damage. Flying Charge:something like Pounce, still developing. I want to create a few more Clan Warrior Feats for more options. Clan Warrior Weapons: free bonus exotic martial weapon applies to one from the following (growing) list available: falcata (falchion stats), gladius, lance, pilum javelin, gae bolg barbed spear, long spear, dirk, war sling. Thoughts? GP I saw a thread on EN World forums, where someone was asking for a conversion of EN Publishing's World of the Burning Sky campaign, especially of their 3e version to Pathfinder Compatability. Russ Morrissey mentioned his interest in its conversion himself, though he lacks the ability to do that. While I mentioned I might be interested, I am currently over-my-head in other publications at this time and could not give it the proper time to get out in a timely manner. So I think he be interested in someone doing that, on an official "paid" status for it, if anyone is interested. GP As a front for my Gamer Printshop map printing service, I am building a new website called freeRPGmaps.com where I plan to post two free gridded encounter scale maps measuring 22" X 34" as PDF downloads in whole map and sliced, color or grayscale and square/hex/gridless maps featuring cool combat locations, ruins, and other special locations on Mondays and Thursdays every week. The free maps will match the terrain features of a product that I "invented" 3 years ago called Endless Terrain Battlemaps. Basically ETBs are a set of 4 double sided 11" x 17" full color battlemaps. Each side of each map tile has unique graphics describing the terrain (so far all I have is heavy woods and swamp terrain sets, but plan to make a new set design every two weeks - arctic, mountain top, jungle, etc.) The maps have geomorphic edges so you can place any tile of the set adjacent on any side and the terrain graphics line up perfectly, even rotated 180 degrees or flipped upside down. Because each map tile is 11 x 17, layout it as a rectangle of four maps is 22" x 34" as well. Of course you can arrange it any way you want. Just keeping it as a rectangle of four maps, by rearranging placement, rotating or flipping there are 6,144 different layout combinations - hence Endless Terrain... The free maps will have the same geomorphic edges so they can perfectly line up with the currently offered set of Endless Terrain Battlemaps to tie the free and paid-for products together - also the free map will be available as paid-for laminated prints as well. In order to best demonstrate how these map tiles work, as well as showing a printed sample of the intended first free map, I am shooting a hi-def video on Saturday, to post on YouTube. I've never done anything like this before, so it should be fun (and scary!) I'll post a link to this thread, once the completed demo video is posted to YouTube. GP The owner and publisher of RPGNet contacted me last week for a commission of several maps. Initially a large detailed tavern map, followed by a town map, then a regional map. This is for an experiment using Apple's new iPAD, which is currently just 3 weeks since release. So far I've only created the tavern with some patrons, animals in the stable and furnishings, which will be pulled from the map and made available as transparent PNG map objects. I've also been requested to create a cellar and an attic, as well as a roof for the entire structure. Apparently once a map is downloaded to the iPAD, the user places his finger on the map and holds it there. This opens a menu allowing the user to resize the map down to as much as 1/8 scale, it also offers a user to jump to the roofed version, to each available floor, or to a city or regional map. Once I complete the last requested details for the tavern map, I will begin to create a town map, followed by the regional map. Eventually, RPGNet's intention is to use iPAD as a virtual tabletop device, where users can place PC, NPC, Monsters, etc. move them with a drag of the finger to intended location, and eventually link rules, chat apps, dice rollers - all the bells and whistles to make this a fully usable VTT app. Apparently map objects are loaded from a submenu that places the object at center map, then user places his finger on the screen and drags the object to the intended position. Maps, I am told will be available from RPGNet's app store for a dollar each (I get a 15% royalty for each sale.) Even though I am creating hand-drawn maps, it feels cool working on the bleeding edge of cartographic technology with the brand new iPAD. I'll keep you updated on the progress and if the experiment is a success or not. GP So trying to tackle handling Honor in Kaidan: a Japanese Ghost Story setting for Pathfinder, I'm stealing some L5R ideas, this is what I'm looking at. Social Skills: Diplomacy, Intimidate and Sense Motive should be affected by one's Honor Score. Since character level + 3 if class skill is the highest score achieved with normal skill points, and since a 20th level character is the normal maximum character level in Core Pathfinder, a comparative score for Honor should be between 0 and 25 points (added two for exemplary levels of honor and to make the math work better.) If I divide 25 by increments of 5, then 5 ranks are achieved. Using L5R for reference, Rank 0 is Honorless, Rank 1 is Untrustworthy, Rank 2 is Expected, Rank 3 is Exceptional and Rank 4 is Above Reproach. Each rank is divided into 5 degrees. Since Kaidan is designed using the Caste system, and everyone begins in the Commoner Caste, one's character begins the game with 6 points of honor, the beginning Rank 1: Untrustworthy, as a starting character is an unknown, regarding Honor. Samurai begin the game as Rank 2: Expected with 11 points of Honor. There are five ways honor comes up in the game: 1. Your Honor Rank Score grants a bonus to Diplomacy, Intimidate and Sense Motive checks, thus Rank 1: Untrustworthy grants a +1 bonus. 2. Once per day, you can reroll a failed social skill check, by using your Honor Score instead, thus a Rank 1 PC has a score between 11 to 15 to use instead of a Diplomacy, Intimidate or Sense Motive check. This is an Honor Roll. A failed reroll results in loss of honor up to 5 points. 3. Test of Honor - using in special circumstances where an act would normally result in a loss of honor. This doesn't mean one can do a dishonorable act and get away with it, rather if in a situation such as being untruthful to protect your lord, you must roll a test of honor, or lose honor ranks. 4. Committing those various (TBD) acts that increase or decrease honor. 5. Combat situations in defending your honor, your family, lord or emperor's honor granting your rank as a bonus to hit and damage. Thoughts and critiques, possible suggestions on how else honor could affect a character? GP PS: I'm also considering a Reputation Score, based on the same mechanic of 25 points and 5 ranks. Working on a project, possible publication and the premise behind it, is there exists lesser a deity of death whose primary concern is slaying of those living beings who try to extend their mortality beyond natural means - via magic or undead status. They maintain a public temple serving to grant burial rites and expenses for the poor, also performing requested mercy killings for those diseased, ill or injured unable to pay for restoration or other expense "healing" spells, paying a lesser amount to have their lives ended. These devout killers only serve their holy cause and never perform as paid assassins. They are feared, but given some level of respect over their more mercenary, true assassin counterparts, as they do service to the poor. Looking at lots of ideas, I've kind of used Ranger as a template, with spellcasting as per ranger, but altering from Ranger Spell List to Cleric Spell list. Also combining some rogue features. Note: anything below in Italics, I am not really sure about. Deathwatcher (Draft 1)
Skills: 4 + Int mod, Class Skills: climb, craft, disguise, escape artist, heal, knowledge: engineering, knowledge: religion, perception, profession, sense motive, spellcraft, stealth, swim. Weapons/Armor: all simple and martial weapons, light and medium armor. Favored Enemy (Ex): as per ranger, must select at least 2 humanoid (subtype) and undead by 13th level. Trail (Ex): as a standard action, denote one target within line of sight as his quarry. A deathwatcher adds half his level (minimum 1) to avoid being spotted as a DC penalty to opposed Perception Checks. Also DC bonus to Perception checks to find quarry if having lost line of sight. Combat Style feats, as per ranger. New Combat Style - Stealth Strike: improved feinting, improved initiative, mobility, power attack; at 6th level add: improved critical, improved vital strike, spring attack, weapon specialization (?) Favored Terrain (Ex) - at 2nd level gain Favored Terrain: Urban, but gains no further favored terrain types from this point on. Weapon Focus: at 3rd level gain weapon focus in chosen bladed weapon. Use Poison: at 3rd level trained to use poison without poisoning self when apply to blade. Sneak Attack (Ex): at 4th level add 1d6 Sneak Attack damage as per Rogue, and every 4th level progression - thus half the progession as Rogues, with 5d6 bonus damage at 20th level. Spells: beginning at 4th level gain ability to cast a small amount of divine spells of the Cleric Spell List. Progression as per Ranger. Thoughts
What's too powerful, and is there anything too weak? I am worried about three issues: having Sneak Attack, Combat Style feats and spellcasting in one class. I would drop the Combat Style feats first, but then would want full Rogue progression with Sneak Attack. I think GMs and players with Rogues might feel slighted, I stole their feature. The goal of the new Combat Style is to cause as much damage possible in a single attack for situations of surprise and stealth. This is an assassin class and needs some kind of killing ability. I don't want to give it death attacks though. In following progression using the Ranger as a template, I still need a feature at level 7 and 19, as well as a capstone power. Any ideas? GP For a while I've been looking at the idea of developing an Iron Age Celtic setting, and now am looking at such for Pathfinder RPG. The prime requesite that sets this setting apart from a standard Pathfinder RPG setting is there is no written language - which means no Wizards; Sorcerers and Bards, yes, perhaps a Witch, but no such thing as a spell book. This would also mean there would probably be less magic items available - probably. In the divine arena: Druids, spell casting Rangers and perhaps a specific kind of Oracle would be the only divine casters in the setting; no Clerics or Paladins. The martial classes would gain more significance, even at higher levels. The question is how badly would illiteracy (and no wizards) nerf a Pathfinder game. I have the inklings of possibly developing this as a commercial setting - with a complete 6 part AP in mind, but am not sure how much limiting the classes to lesser spell-casters would affect the game. Would it be practical to even try? One thought would be to include some type of spell-casting tattoo artist (whether divine or arcane, I'm not quite sure.) Buffing enchantments in permanent or must be activated kind of effects are bound to tattoos worn by all classes in the setting. Not sure how powerful such buffs could be in an otherwise magic "weakened" setting. I love the older ruins of Britain and Northern Europe: broch towers, dun island forts, crannog villages on stilts over lakes, barrow mounds, and tiny walled patchwork of small agricultural fields - all of the Iron Age, thus both bronze and iron goods - swords and spoons exist, jewelry and other trappings that easily fall into Pathfinder items and equipment. I have a Winter Hag, living goddess of ogres, giants and hags, mustering an army from the cold northern glaciated highlands to attack the Celtic Lands to the south, while she enacts a dark and ancient ritual in an attempt to bring back the Ice Age, where her worshippers were once the dominating race of the northern world. The PCs would eventually try to stop the ritual and defeat the goddess herself... With the slight nerfing of magic, with the loss of the cleric and wizard, threats such as monsters, disease, death effects, etc, become much more lethal and scary. Now I'm rambling... Thoughts? GP In further development of my Kaidan: a Japanese Ghost Story setting. I wanted to include a counter-spelling caster class somewhere in the setting. At first I thought to add it a high level samurai class feature, but then I developed a strictly martial class with some ki powers and left that feature out of the samurai. Next idea is to introduce a Counter Spell caster class as part of the Emishi barbarian clans of the wilderness regions of Kaidan. Emishi barbarians are primarily light cavalry fighters with skills in long bow and yari spear as mounted combatants, using straight bladed long and great swords in infantry melee only. Mounted on hardy mountain horses capable of traveling through more difficult terrain and steep grades bearing fully equipped riders than most horses of Kaidan. The Emishi fight as hit and run skirmishers, reserving their rage features in melee combat on foot when that becomes necessary. They range in hills, forests and highlands. Spell casters among them include Gakushi (Bard), Miko (Oracle), and a Counter Spell caster class ???. One thought was to go with a Emishi sorcerer bloodline, while the other is to create a unique type of Advanced Player class. Not sure which way to go. The features I think I need: general arcane caster up to 4th level spells (all schools available), then 5th level and above spell list limited to disspell, absorption, reflection, effect removal and counter spell effects. I want to introduce a "flavor item" for this class using a rigid type of paper hand fan wielded like a shield that is used to perform the counter spell functions, and also would not disrupt somantic spell components (may even be used in place of somantic components). I might even add a type of visual long distance semaphore communication using the fan or fans that this spellcaster can use to contact distant party members and communicate limited signal messages. At 8th level works like a sending spell, can be used any number of times, 1/round and 1 target at a time as an at will ability. Shouldn't take the full 10 minute casting time as per spell. As a 20th level capstone ability, use fan as a Ring of Spell Reflection/Turning or something like that. Not sure which way to go, thoughts? Miko (oracle) Deities: Spirit World of Kaidan (animal, demon, divine, ghost, nature) Mystery: Spirit
Revelations: Find Spirit, Hide Spirit, Awaken Memory, Fade Memory, Bind Spirit, Unbind Spirit, Speak with Spirit, Protection from Spirit, Purge Spirit, and final revelation: Bind Memory. Find Spirit: when a miko desires to contact a known spirit, an available spirit, or a reincarnated spirit she uses this ritual to locate them. When the recently dead reincarnate to a new body, this ritual identifies into whom the spirit has gone. Hide Spirit: once a spirit is located, this ritual protects the spirit from being found by others, including other miko. At first level and every four levels thereafter, the miko adds a -2 penalty against the DC check to find a spirit. For each four levels of miko doing a search gains +2 bonus to overcome the DC check. Awaken Memory: this ritual helps a reincarnated spirit gain a bonus and/or a secondary attempt at dominating the host body it now resides. A 10% bonus is added to memory retention. Fade Memory: this ritual helps prevent a reincarnated spirit from dominating its new host body, also granting a 10% penalty to memory. Bind Spirit: this ritual is primarily used to bind spirits to objects for the creation of a spiritual focus or creating spiritually arcane devices. A spirit that is bound to an object is by no means trapped. The spirit is free to move about in the spirit world, the binding device on the other hand provides a focal point for the spirit to make a connection into the material world. A spirit can provide an arcane link to a device granting it spiritual powers, like magical enchantments. A spirit can be found to an item in order to prevent it from accessing the material world through a different location, by binding it to an item which is further placed in a protection. Unbind Spirit: severs the link the keeps a spirit bound to an object. Speak with Spirit: usually the first revelation taken by a miko, as it is necessary in order to successfully contact and communicate with a spiritual being. Protection from Spirit: creates a circle of protection to prevent spirits from contacting or attacking a specific person, location or object. Purge Spirit: removes a dominating spirit from controlling another being. Combined with Fade Memory this ritual can be used to free someone being dominated by a reincarnated spirit, an undead spirit, curse or special attack by certain monsters. Bind Memory: a powerful ritual aiding a reincarnating spirit to be more successful at dominating a host body. This ritual grants the reincarnating spirit a bonus of 40 + miko's level + charisma modifier to his own dominaton attempt and as a bonus to retain memories. Death and Reincarnation Mechanic in Kaidan: In Kaidan, death is final and irrevocable. Spells such as Raise Dead, Resurrection and True Resurrection have an effect in the reincarnation process, but cannot restore a dead person back to life. When a person dies his spirit becomes a reincarnated spirit and goes into a temporary purgatory, for up to seven days while funerary and burial rites are performed. After which the reincarnated spirit moves to another living person's body in an attempt at dominating it and continuing on. If the reincarnation attempt succeeds, the PC generates a new PC in a new random class as appropriate to social caste availability, at half the levels attained in the previous life. Depending on how successful the reincarnation domination attempt determines how many levels of the previous life is remains with the new life. At best its 100% of a previous class levels plus the new character class at half the levels in a multi-classed condition spread across multiple lifetimes. If a reincarnation attempt fails, the host spirit retains control and the reincarnated spirit becomes passively bound to the new body without any control and must remain until that host body dies, and the spirit is free to attempt a new reincarnation domination attempt on a new host body. At the moment of reincarnation and domination of a new host body, the dead PC rolls a d20 + 10 + PC levels + bonus based on 1 for 5 points of karma achieved in the previous life as a check to see if it dominates the new host body. A score of 0 - 49 and the host spirit retains control of the host body, while the reincarnating spirit is relegated to a passive role bound to the same body without control of any kind until that body dies and the spirit is once again free to attempt to dominate a new body in reincarnation. 50 - 59%, the reincarnating spirit succeeds in dominating the new host body, but loses five levels of its previous life. 60 - 69%, the reincarnating spirit retains all but four levels. 70 - 79%, the reincarnating spirit retains all but three levels. 80 - 89%, the reincarnating spirit retains all but two levels 90 - 99%, ther reincarnating spirit retains all but one level. 100% or more, the reincarnating spirit retains all of its previous life levels. A Raise Dead spell cast at the moment of death or during the burial/funerary rites apply a 10% bonus to reincarnation domination attempts. A Resurrection spell cast at moment of death or during the burial/funerary rites apply a 25% bonus to reincarnation domination attempts. A True Resurrection spell cast at moment of death or during the burial/funerary rites apply a 50% + miko levels + charisma modifier as a bonus to reincarnation domination attempts. In the end, reincarnation is an invasive attempt at the spiritual takeover of an existing living sentient being - such is the dark nature of Kaidan's cosmology. GP After lots of referencing of everything from Complete Adventurer, Complete Warrior, the Pathfinder Core and even the new Cavalier Beta, as well as various private iterations of the samurai - I decided to go a different way. I wanted my samurai to not be overly arcane in design, being basically a martial class, though I did add some ki pool powers, as per Pathfinder Monk. Because I wanted the samurai to have some weapon options, I finally decided to use the Pathfinder Ranger as a template for creating my samurai. Samurai Alignment: any lawful
Class Features: 1st: Quick Draw and Mounted Combat bonus feats 2nd: Combat Style Feat - samurai must select between Daikyu Archery and Katana combat. Daikyu feats as per ranger archery combat style feats. Katana combat: Combat Expertise, Dazzling Display, Improved Initiative, Power Attack, and Ride by Attack; 6th: Shattered Defenses, Vital Strike; 10th: Deadly Stroke and Improved Vital Strike 2nd: Weapon Focus Feat - must choose between the weapons of combat style 3rd: Ancestral Weapon Feat - provides +1 Attack/Damage by activating the ancestral spirit bound to weapon, must be either of the combat style choices, can be taken repeated and stacked, but in this progression: 3rd, 6th, 9th, 12th, 15th and 18th (18th level adds power: keen, instead of combat modifiers) 3rd: Iaijutsu Strike - 1d6 precision damage, must win initiative versus a flat-footed target to hit, can be stacked up to five times in the following progression: 3rd, 7th, 11th, 15th and 19th level. 4th: Skill Focus - Intimidate 5th: Ki pool; Ki Strike (as per Monk ability) 8th: Intimidating Prowess feat 13th: Ki Focus - Intimidate (add up to 5 ki points as additional stacked modifier to Charisma, Strength and Skill focus to Intimidate skill. 16th: Ki Focus - Intimidate Reduction (up to 5 ki points spent to remove DC check modifiers to intimidate attempts against the samurai) 20th: Ki Focus - Jade Mind; immunity to Intimidation attempts, plus Spell Resistance: samurai level + 10 Samurai begins with family line issued ancestral weapon, and noble lord issued war horse, daisho twin swords or daikyu, Ashigaru light armor and 5d6 x 10 gp. If a samurai becomes unlawful, breaks oath to noble lord, or abandons Code of Bushido (duty, honor, loyalty, and obedience), the samurai cannot gain new levels, loses non-feat samurai abilities and is relegated to commoner caste as Bushi Fighter. Thoughts? GP Don't know if this is the right board to ask this question, I searched and couldn't determine where best to ask this. Dementia 5 Publishing, whom I am doing a collaborative publication with for Kaidan: a Japanese Ghost Story setting, The Gift: Part 1, has submitted the product to the Paizo store. The publisher has contacted me, saying that Paizo has allowed us to begin selling the product, and that it will soon be formatted for the Paizo store. As far as I know, the product was submitted on Thursday. So not really knowing what "being formatted for the Paizo store" means, I'm curious at how long this process requires. I've been contacted by many asking me when the product will be available at the Paizo store - there are thread posts in my various threads, in this forum, asking this same question. I don't know what to tell them, but that I am hopeful it will be just a few days. Can anyone be more precise, or have any ideas how soon it will become available? Also what does "being formatted for the Paizo store" mean? This is my first publication, so I'm quite in the dark regarding this, but I've got more products coming, so being more familiar with the process would be nothing, but more helpful. I appreciate any response you could provide, or PM me, if this question shouldn't be in the public forums. Michael "GP" Tumey Reflecting my Building Classes for Kaidan thread, I am now putting together my Alpha rules, this is intended as a free download at purchase. Still a long way to go, but all dressed up in its final form - design and illustration wise. Critique, suggest, and enjoy! GP Even though I am a consumate cartographer and have no problem generating all the maps I need for Kaidan: a Japanese Ghost Story setting. For cross-promotional puposes, I am sponsoring the August '09 Mapping Challenge at the Cartographers' Guild. Visit: Kaidan - City Map Challenge Winner will chosen by community vote on August 26th. Winning entry will be published in the next great Kaidan campaign after the publication of The Gift introductory campaign arc. Winner will receive $50 cash prize, as a "commission fee" and will receive a free PDF of the adventure when it is published. You have to join the Cartographers' Guild, as Challenge Entrants have to be members (free to signup), then post a WIP thread in the Challenge Forum that must be titled: "August Entry: Name of your entry" (no quotes). If anyone is interested in the possibility of getting their map design published and paid for - give the challenge a try! GP I've spent several months with some associates building the various classes of Kaidan: a Japanese Ghost Story setting. I'm looking for critiques, ideas, changes you might have of the following... Many of the classes are essentially straight Pathfinder classes, with some fluff differences and a few class features to help distinctualize them from their straight class counterpart. For straight class conversions to the Kaidan setting: Fighter = Ashigaru (peasant soldier) comprise the "enlisted/conscripted" bulk of both the Shogun's army and the provincial forces, as Samurai serve as the officer corps. In Kaidan, as in Japan, only Samurai are allowed to wield Katana and wakizashi long sword/short sword pairing. Most Ashigaru would be limited to Daikyu (long composite bow) and Naginata (glaive spear), perhaps a short sword (not a wakizashi) would be allowed as well. Honor being an attribute one builds based on deeds and promises kept, once a high enough honor is achieved, an Ashigaru could be allowed to carry a katana long sword. Cleric = Yamabushi, though like Rokugan Shugenja are elementalist priest monks, so not quite the straight cleric conversion. Otherwise no real equivalent here. Some unique powers, feats and spells. Shaman = Shoten and Miko, actually male and female separate shaman classes with distinct powers separated between the two, following historical Japanese distinctions. Control/contact of nature spirits, healing powers, mediums to contact ancestral spirits and undead. Rogue = Yakuza, the organized crime element of Kaidan, mostly urban based, consists of members of the Hinin or Tainted (bottom) caste. Much of their skills involve social interation, moreso than actual thievery. They follow their own code of 20 rulings, so in many ways "lawful" to their own sanctions. Monk = Monk or Sohei. Not sure if I should make Sohei and Monk as separate classes as done in Rokugan OA. I'm thinking of sticking with the straight monk as per Pathfinder RPG rules and not expanding beyond that. Some fluff differences in falling under a particular temple and temple leader. However many sohei temples of Kaidan are proponents to maintaining the Wheel of Life cosmology rules, which forbid the pursuit of enlightenment and escape the reincarnatin cycle of which most Kaidanese are bound and trapped into. Wizard = Onmyoji Court Wizard, although not necessarily evil, they are almost never good. Onmyoji are controlled by a branch of the Imperial government to prevent powers accessable beyond the Imperial and provincial courts. Divination, Protection, Necromancy and Conjuration/Summoning are their chief arcane schools of practice. Onmyoji feature the ability to contact and summon Shikigami oni-imps (least oni) from the Hell realm as one-task familiars. Shikigami powers improve with longer association with given Onmyoji Wizards. Sorcerers = Jugondo Sorcerers, divine or nature-spirit blooded are considered outlawed by the Imperial Court. In many ways they serve as the "onmyoji" for the common people being diviners and monster slayers.
There are three classes of unique builds that fall outside the basic classes of Pathfinder in Kaidan: Samurai, Hatamoto and Ninja. Samurai - many similarities to Rokugan Samurai, in that each of the houses (15 in Kaidan) each specialize in a feat tree of one particular fighting style - two handed specialists, two weapon defense specialists, two weapon attack specialists, long bow specialists, mounted charging specialists, etc. The ancestral weapon feat is essential to samurai, which are ancestral katana, wakizashi, and/or daikyu long bows that improve as magic weapons and sometimes gain other magic attributes over time, with prayer vigils given by samurai at holy sites. Samurai are their own caste beneath nobles, but above commoners. Hatamoto - essentially Court Samurai, while in many ways similar to standard samurai, they lack many of the martial skills at higher levels, gaining instead skills in etiquette, court intrigue and other features more attuned with bureaucratic skills. These are a Noble caste class. Ninja - are spies, assassins, saboteurs and provacateurs in Kaidan society. Though other settings consider then dishonorable, and thus the bottom caste, in Kaidan, they are of the Commoner Caste. At this point, I am working on the premise that their "Ki powers" are really lesser groupings of psionics. There are five ninja clans and each focus on their own specific weapons, infiltration techniques and unique group of psionic powers. None of the more powerful psionic powers are available in Kaidan (teleportation, psionic blast, etc.) In looking over the above is there anything I should focus on, change, follow a different paradigm or scrap altogether? Ideas anyone? GP The Gift is the introductory first adventure, in a 3 part mini-campaign set in Kaidan: a Japanese Ghost Story setting will be released in August 2009, tentatively scheduled to coincide with the release of Pathfinder. There are plans to create a Kaidan RPG Handbook in the fall. This is a collaborative work with Dementia 5 Publishing House. The Gift - what begins as a simple escort of a gift to a powerful lord in a foreign land leads to a series of uncanny events that risk more than the lives of a party of adventurers, rather the fate of their eternal souls. Deceit, vengeance and dark revelations follow the party as they explore a dark fantasy world called Kaidan: a Japanese Ghost Story setting. Kaidan is a breathtaking empire of samurai, ninja and undead lords rich in legend, culture and nightmares. The Gift is a mini-campaign arc and an introduction to Kaidan, a dark fantasy setting of oriental myth and gothic horror. It is a world sure to make the bravest adventurer’s blood run cold. Here's a sneak preview of the cover design for the gift... GP I am currently developing a game setting as well as an initial 3 module mini-campaign arc set in a dark feudal Japan like world. I am doing a collaborative publication with one of the companies on the registry for PFRPG Compatibility license. Questions: 1. I want to create expanded rules for martial arts, including new feats, new classes, fighting schools - many ideas that came from 2nd edition that were lost in 3e. How can I do this and remain compatible? 2. The Complete Warrior - Samurai class is terrible and I need a samurai class. I'm thinking also like 2nd edition Fighters Handbook. The Samurai was required to specialize in Katana, Wakizashi and Daikyu long bow, after which any bluff/intimidation skills were secondary. Can I develop my own Samurai class and remain compatible. 3. Other classes with same consideration as number 2: Yakuza, Ninja. Hatamoto (courtier samurai). 4. I am not using Oriental Adventures as even a reference, but essentially I am creating a new type of Japanese setting with rules, classes, feats, spells for Pathfinder system - how do I insure compatibility, since some rules/ideas are brand new, some are recreations of poor designs in 3e and previous. Not to worry, the setting I'm developing has nothing to do with OA or Rokugan, yet will be a very much Japanese setting. Its intended to be a dark fantasy world - in many ways akin to Ravenloft, but not that system either, a new one. It will be published OGL by June 2009, with intents of republication in August, once PF is a reality. Does any of the ideas above cross a line in compatibility issues, and do I need to work more closely with Paizo staff to guarantee compatibility? GP PS: the setting itself won't be ready until after August 2009, but the 3 adventure arc is intended for publication soon... One of your prospective gamers for your upcoming Legacy of Fire made a general request (at the Cartographers' Guild) for Arabic themed maps for use in game. So I thought, I'd drum up a set of Arabic Street Tiles. These aren't main thoruoughfares, rather the twisty, catacomb like alleys in the back city - where much of the cloak and dagger activity goes on. Only got five designed so far, but I plan to make a total of 20 such tiles. All the passages lineup, so you can move tiles around, or rotate 180 degrees. I made them 10 x 16, to better accomodate realistic street plans. These are for print with a 1"=5' grid placed. I was also thinking of creating 8 to 10 additional locations - merchant shops, crafting houses, private homes, and other places as I think of them. I plan to also make a gridless version for use in VT apps. These are free to download - though I may have a pre-printed set to cardstock available from my website, when the set is complete. I have the link below to thread at Cartographers' Guild so you can view them directly, however you will need to join the CG, in order to download them. GP |
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