Marc Radle wrote:
Yeah, I understand that - but what's stopping you publishing for instance a pack of 10 ranger talents in one pdf under your own name, not under KP? Rogue Genius Games model is what I have in mind. Of course, I'm fully aware that PF 1e will not be supported anymore. TBH, I'm afraid that even 2e will not go well against D&D 5e. It is what it is.
Well, in my homebrew the Blood War is going strong, but I changed a lot of things. For instance, I made Tiamat Chaotic and Empress of Chaos, merged Abyss with Far Realm and Chaos and added some of the Warhammer concepts to the game. Cosmoginia and Reasons for Blood War: In short, the multiverse was a mass of swirling Chaos in the beginning. In time, some beings coalesced from that Chaos. Some of those beings reveled in Chaos and others abhorred it. The conflict between those two groups of primordials defined the planes and the laws of the multiverse.
The mightiest of the champions of law were the Twin Serpents: Jazirian, winged and feathered, who dedicated herself to the cause of Good; and Asmodeus, scaled and forked of tongue, who became the embodiment of evil. When Asmodeus took Jazirian's tail in his mouth and she did the same with his, they formed a circle and demarcated the planes from the original Chaos, that will eventually become known as the Far Realm. After uncounted aeons, the Twin Serpens started to struggle for the supremacy of the Good or Evil. Eventually, they tore themselves apart. Jazirian flew to the heavens and Asmodeus fell to hell. That fall was so deep that he fractured the plane of hell into nine parts. But the multiverse functions by the Law of Three. It is not known why. At the time that Jazirian and Asmodeus formed ouroboros there were other entities who watched from the swirling mas of Chaos. One of those was their unnamed sister, who took the shape of serpent with what would later be known as humanoid upper body. She was filled with envy and hatred because Asmodeus rejected her, favoring their winged sister. That entity remained in the Chaos, birthing other beings and positioning herself as the ultimate enemy of Asmodeus and his offspring, born from his blood as he fell to the depths of hell. She became known as the Empress of Chaos and that was the real cause of the Blood War... Empress of Chaos The third sibling that has risen from the primordial chaos later became known as Tiamat. As Asmodeus became the lord of Hell, so she became the goddess of evil dragons, but Asmodeus' rejection stings her still, so her malevolent mind is the driving force behind the Blood War. She would love nothing more than to tear down all of Creation are return it to the chaos that spawned her and her siblings.
OK,so since I am part Serb and part Vlach (Google it up, you won't be sorry :) ) and I live in the middle of Balkans, I think I could write something up, based on many folk legends that we have. Did you know that "vampire" is Serbian word originally? Well, it was adopted into German at the end of the 18th century by the Austrian journalists who wrote about the vampires in a Serbian village that was under their control at the time. But I digress :) Could you please send me your email address via private message? Or you could find me on Facebook. I'm Ivan Nightflier Jovanovich over there.
For me it depends. I am not that interested in AP outside the Crossroads. What I'd prefer are long modules, that can be integrated in existing campaigns, but modules that cover races and regions that are not developed, or not developed enough. For instance, drow of Midgard are very underdeveloped. Also, Shadow Plane - no matter how paradoxically that sounds - needs far more development, since it is so integral to the Crossroads region. There is a great book from old Birthright CS, Blood Spawn, and I use it extensively for my Midgard game. My party is now beginning the Dusk Queen, which I greatly expanded and heavily houseruled. For one, the party is getting only 10% XP, since they've missed the chance to attune themselves to the Shadow Plane, and I ruled that the healing spells work as minimized, since the healing in 3.x is Conjuration and in effect conjures positive energy from the Positive energy plane. So, more info on the Shadow Midgard, please :)
I still haven't bought the Priest, although I'll certainly add it to my collection. Right now the primary healer in my Midgard party is an Oracle of Life. To be perfectly honest, right now I'd prefer some Old Paths :) What I mean by that is more material for already published classes. Perhaps something along the lines of RGG's More X Talents products for their Talented line. I would gladly pay for additional info on Spell-less Ranger, for instance. Perhaps several new archetypes and ten-ish feats would be appropriate for a $3 priced product?
To be perfectly honest, Expanded New Paths Compendium would need to be something along the lines of Advanced Races Compendium in order for me to buy it. That would mean significantly increasing the material on existing new path classes and adding rather more than 3-4 completely new ones. I would want to see more archetypes and more specific feats for the new path classes. I know that this is perhaps to big of a thing to be asking for, but the original New Paths Compendium is such a good book that you'd need to make an extraordinary one to make me consider buy it only for the 3-4 new classes.
Can I ask a question about Marena/Morana? I find her a bit loosely defined. Marena is originally a personification of winter and consequently death, but the death aspect is more pronounced in Pan-Slavic neopaganism of early 20th century than in RL mythology. Now, in Midgard I read her as some kind of blend of Morigu/Morigan of the Celtic mythology (in her aspect as goddess of battles and bloodshed) and Wee-Jas of Greyhawk (death and magic). Now, I may be skewed in my perception, since I gave Morana exactly that role and aspects in my home brew setting, but I'm interested to get a confirmation or denail of my take on her in Midgard...
How did I not see this thread before? :D Since Midgard is my default setting right now, I have a lot of wishes: 1) Tome of Beasts for PF
This works for me just perfectly. I'd like to use Empire as the finale of the campaign, so it suits me just fine to have only hints of the greater picture in the beginning and even at mid-levels. I've even considered adapting the Warlock of the Stonecrow Mountains for Midgard :) and I planned to use Halls of the Mountain King. But I am very grateful for all suggestions.
Hi. First of all, I've been using your sheets for quite some time now and I must say that you've done masterful job. You really helped my games run more smoothly and my players are happier with your sheets than any other. Now, several suggestions and questions: 1) Is there a possibility of adding a portrait option to the first page?
@all Right now there are ten applications. I'll limit the party to 8 members, since that's the highest number I ever had in a PbP and it worked pretty well. Also, my goal here is to have a diverse party, from different parts of Golarion, so let me warn you that I'll limit the parring of characters to just two. That means I'll accept only two drows, two hellknights, two white witches (or witchguards) etc. You will have more chance to get in if your character is different from the others. I'd like to have background proposals in a day or three. Your background is what will get you in this game.
The premise of the game is something like Dirty Dozen. Someone chose a number of people who are certainly not good, but not exactly pure evil to do a job that needs to be done. Perhaps on Golarion, perhaps on some other world completely. For the story reasons, I'd need a character tied to Hellknights, a Winter Witch from Irissen, a drow and a dhampir or another vampire-themed character, with ties to Ustalav. I need four characters minimum, but am prepared to accept twice as many if there's interest. All characters must be thematically tied to one of Paizo's APs. Advanced races such as Kasatha are allowed, but with a solid background. Character Creation Rules Everything by Paizo. 3pp on case to case basis.
The game is an adventure that will take the characters to 3rd level. After that we may end the game or make it into a campaign, depending on everyone's feeling at the time.
Jessica Price wrote:
Most of RL rigid and tyranic social experiments, such as National-Socialism or Stalin's version of communism are very LE outwardly, but there's a lot of backstabbing and in-fighting behind the scenes. So, perhaps societies have dual alignments? :)
James Jacobs wrote: It's not "a pointless argument," but it's not as simple a matter to assign their penalty score as you might think. Wolves are actually one of the tougher animals to assign a "dump stat" to. They're certainly strong, fast, healthy, perceptive, and social, so those all argue against penalties to anything OTHER than Intelligence (which is why we arrived at Int in the first place). Well, why should they have penalties at all? Asimar don't have -2 penalty after all, and wolves are in some ways way cooler than Asimar :)
The doors to the master chambers open. Entering them, you can see that they occupy the whole top of the tree tower. One wall, looking towards western parts of the forest is completely made of glass. The walls and the floors are made of hard wood and there is no furniture. A large stone fireplace occupies one of the walls, but there is nothing else here. The large chamber is spotless. As you search the strange dwelling, from the cellars through the hill cottage that makes the ground floor, you get the sense that the hill is supposed to be a common room, beneath it should be a kitchen and a cellar and each level of the tree tower should become a personal space for one of you to live in as you please. Large room at the top is reserved for the master, though. That seems clear.
Hey, Owen. I think that the game right now desperately needs a system that allows the player to upgrade his items over levels, instead of replacing them. This could be achieved by using some kind of legacy items system, rune scribing or inserting other magical items into existing ones - such as ioun stones, or welding rings onto shafted weapons - to achieve some kind of synergy or upgrade. And I would very much love to receive Talented Ranger, since I have all other products from the Talented line. And I promise to do a review. :) I'll copy this into a mail.
Frigid are the winds that blow from the high peaks of the Spine of the World and the great frozen expanse beyond them. Frigid and eerie, filled with lost voices of great empires long gone, old gods and friends lost to the mists. To those who dwell in the shadows of the great mountain range, those winds are something to be tolerated and endured when needed, but never something enjoyable or friendly. Cold are the winds that bear the worg's howl and banshee's wail, but none are colder than the breath of the Spine of the World. In the foothills of the great mountain range nestles a large village of mostly stone houses, cobbled streets and even great granite lamps built wherever one street crosses another, all in the shadow of great fortress built on the crag far above the village, with only a narrow road leading up to it. The ruins of the castle are covered with snow and centuries-old ice, that has frozen to hardness of steel and holes in the walls and crenelations are filled by crusted layers of snowfalls, so old that they've compressed into stone-like mass. The castle is large and it's central tower tall, but not enough to explain that sharpness of view, that richness of detail laid bare to the eyes of casual observer. It almost seems that the air of the small mountain valley beneath the crag possesses some unnatural quality that lends clarity to each glance pointed in the direction of large ruins, but not anywhere else. A crow flying above the village would note smoke rising from about a fifth of the surprisingly well kept houses. Most of the village is empty of life - there is no livestock tended in the pens and barns, there are no pets chasing vermin... and there are no children. What few people that can be seen on the streets are all adults, of various races and ethnic origins, of various backgrounds - as seen by their diverse clothing and weapons that are always near at hand. Said hypothetical crow would in time land on the rooftop of the large building in the central square of the small town or large village, call it what you will. The house is three stories high above the ground floor and its roof is peaked enough to have a large attic, but the huge windows of stained glass are indication enough that the attic was converted into living space. Indeed, the ground floor of the building is also converted so that much of the front wall is covered by similar windows, of small glass panes set into a led frame colored and put together in such a way as to show great forest of oak and birch, trees spreading their branches above various small animals nestling in the brushes. Such windows would be almost beyond belief even in the great towns of Cormyr or even in Watterdeep. This far north, in a village that seems forgotten by both mortals and gods those windows are nothing short of a miracle. Above huge oaken doors is a large iron spike from which hangs a figure of a pig, roasted with an apple in its mouth. The pig looks to be made of gold, but the small cracks reveal that it is in fact made of wood, covered by golden-colored paint. The Golden Pig inn, run by the dwarf named Kagain. The last home for many a exile, lost soul and wanderer who came to the edge of the world... The crow that may or may not be perched on the inn's peaked roof would crane its head, carefully looking who would approach the oaken doors next.
I'm voting for Magus (again)... and I'd very much like to have a large book at some point, something along the lines of New Paths Compendium by Kobold Press, or even better, Deep Magic. You could do a kickstarter for the project, including some other things, such as your spellpoints rules and publish everything in a nice hardcover :)
To be honest, I think that there is no need for PF2. Perhaps at some point some classes should be consolidated, some archetype abilities should become a part of base/core classes and IMHO standard Fighter should be a bit improved. Also, some feat trees should be perhaps slimmed down by introducing scaling feats. Either than that, no need for new edition.
More about naming conventions: Last names are pretty much recent development in European history. For instance, in my country they were formalized less than 150 years ago. Before that, you used the name of your father as your last name, so your son would have a different last name than you. Even now, nicknames have great importance in most Slavic countries (I don't know about other parts of Europe, but I suspect it's the same), and in the villages last names are almost never used in everyday communication. Nicknames are unique and sometimes are inherited. So, your character would have a name, given by his parents, but he would value his nickname far more than his given name and he would in most cases present himself by that name, even if it's not that great (nicknames are not always cool; very often they come from mockery, so it would be very important for a young man to get a nice nickname). So, you choose a Slavic or Nordic first name and then you take a nickname, which can be in English (remember, English is in fact a common tongue of my setting, but it goes by the name Low Imperial) or it can be in pseudo-Slavic or pseudo-Nordic, such as Yarovuk. :) If you want a Slavic name and warrior nickname, I can help you with that, and I can even try to do something with Nordic naming conventions, but I'm no expert there, I'm afraid.
I've received an email from Paizo informing me that starting on Tuesday, November 19th,I'll be able to download the Advanced Class Guide Playtest PDF. I am now thinking of running a short game (possibly with an option to make a campaign out of it later on) with Advanced Class Guide classes exclusively, plus Magus. For fun's sake, I would place the game on the Ustalav/Numeria border, and I'd allow only non-Core races. Character creation rules: 28 point-buy
Also, you can take feats, traits and similar from sources by Kobold Press and Super Genius Games (conditioned by my approval). This is just an interest check to see if there are some folks who would like to try these new classes once the Playtest document becomes available. So, there it is...
I was away from these board for several months, and even before that I had some serious issues with my internet access and health. Fortunately, those issues have been resolved and I am once again in a position to run a game here. This game will be set in Midnight Campaign Setting by Fantasy Flight Games, so some familiarity with the setting is required. Fortunately, all Midnight crunch material, such as setting-specific feats and heroic paths, can be found online. Also, fluff is available in pdf form via usual internet sellers of RPG material. All who gamed with me before are instantly welcome to this game. They only need to create characters. New players are more than welcome and even encouraged. This is what you need to know about character creation: 1) All necessary rules are provided here: A Hope Reborn Campaign Rules. These are rules for races, classes, new feats and skills, as well as feats that work differently from standard PF feats. 2) Character level 1st. 3) I will allow all Midnight-specific Heroic Paths and feats, which can be found online. Just google. I will require that some characters have Heroic Paths specific for this campaign, such as Beloved of Death. These are my own creations and will be made available to selected players. 4) All d20 and Pathfinder feats are provisionally allowed. You need to check my rules document in case there is a changed version of the feat you want (for instance, Cleave is changed from standard PF). If the feat is standard Pathfinder, you will in most cases be allowed to take it as is. Feats from old 3.5 sources will be allowed on case by case basis. 5) As usual for my games, if you create well thought out backstory, at least 1800 characters in length, you will get a bonus feat. 6) Maximum number of players for the party is 9. Minimum number is 4. If there are more than 9 players, I will run another game for them. 7) You will begin the game as prisoners, and you will not know each other, unless that is provided by your background (siblings, lovers etc.), so you will have no possessions. You are encouraged not to have familiars or animal companions at 1st level. That's it for now. In the next post, I will describe changes to standard Midnight fluff. The game begins LA 99
I would like to once again explore an old idea of mine - to run a game in which the PCs are in fact members of a mercenary company, along the lines of Black Company or Malazan books. This time, the game would be set into slightly modified Eberron Campaign Setting. The premise is that you are members of an elite mercenary company called the Sellsword Syndicate. Your squad was recruited by a mid-ranking Master Merchant of Darkstar Company for a retrieval job into the Mournlands. The game will begin at the insertion point in the Mournlands. Here are some basic stuff: 1) Roll 4d6 drop the lowest 12 times. Choose the best six. 2) Two traits at character creation. Traits can be chosen from any Paizo source. 3) All characters start with a bonus feat, in addition to all other feats they would get from race, class or other sources. 4) All races from the Pathfinder and Open Design sources are allowed, and all the classes and archetypes. Feats, races and classes from alternative sources, such as PFRPG 3PPs and 3.5 are allowed upon my approval. 4a) All Eberron races are allowed, with certain modifications. Warforged are modified the most. Warforged aka Servitors::
Servitor build:
All Servitors builds are based on very few original schematics, so there are certain elements that all Servitors share: chassis, core, cortex, docent dock and plating slots. Chassis is the Servitors framework, on which all other elements are placed and connected via artificial organic matter, whose growth is stimulated using ioun light. The chassis can be of any size and it determines the ultimate Servitor size. Core is the source of power for the Servitor. Cores are built independently and can be replaced, as is the case with most Servitor components and elements. Cortex is the essentially an artificial brain. A Servitor's personality can be transferred from one cortex to another, stored in certain devices and docents, or erased. Docent dock is a round slot in Servitor's body, about two inches in diameter. This build element is essential to the Servitor creation and all attempts to create Servitors without have failed. Even Necroservitors have them. Plating slots are places where armor plating is attached. They provide connection to other elements of the Servitor, so that armor plating becomes a part of the Servitor's body. Armor plating can not be attached or removed without special equipment and the process lasts for at least eight hours. Servitor traits: + 2 to any two, or +4, -2, -2
4b) Artificer class is replaced with two classes: Ardwright and Machinesmith. 4c) Least, Lesser and Greater Dragonmark are combined into one feat. Additional spell-like abilities are gained by gaining character levels and acquiring appropriate skill ranks. 5) Firearms are emerging. Many strange designs are out there and nothing is standardized yet. For humans and warforged, even advanced firearms are treated as martial weapons. 6) Since your party will be a mercenary squad, you will all have certain roles to play in the squad hierarchy. When you apply, please have one of the following roles in mind: Commander/Party Face
These are also some of the standard tropes in the military fantasy literature, that this game seeks to emulate. Ideally, I would like to have eight players, to reflect the standard number of men in Roman legion squads, but I'm willing to go from six to nine players, depending on interest. The six is absolute the lowest number of players needed for this game.
I've had some medical problems since December last year, but most of those are resolved and now I have the time to restart my games and start some new ones. I am considering running a 1st level game set in my homebrew world as the first of those games. As the thread subject says, this is to be high fantasy game, with strong steampunk and post-apocalyptic elements. The continent on which the game will be set is kinda Scarred Lands/Iron Kingdoms/Eberron in vibe. I will start with the character creation rules and then proceed to the world description. 1) Character Creation - roll 4d6 drop the lowest 8 times and choose best 6 rolls. - roll d20. If you get 1, you can choose to play an advanced race, instead of the regular one. - choose 2 traits from any Paizo source. - all characters get 1 additional bonus feat at 1st level. - all Paizo races, classes, feats etc. are allowed in the game, as well as all Open Design stuff and Machinist from LPJ Desing and Ardwright from this forum. Other races, classes etc. may be allowed from case to case basis. - some races are changed in certain ways. This information will be presented when required, depending on the player interest. I will provide some basic info on the Core races and the races of the continent where the game will be set. More posts to follow.
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