
Bellona |
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Hmmm. One of my players has a ratatosk druid of the Green Faith, so I hope that there'll be something interesting/useful for her here.
I'm really interested with the rules you use for ratatosk PC.
This is very much an experimental/beta-test version, using 10 RPs and the Advanced Race Guide. The most direct inspiration was the Ratatosk entry in Expedition to the Demonweb Pits (from 3.5), although I then shrank this version of the race down to size Small and called them the Lesser Ratatosk. (The player in question is fond of the Planescape setting's ratatosk, and wanted to play a stealthy druid who didn't have an animal companion but instead took the Jungle (i.e., "Forest") domain from Ultimate Magic.)
- Type: Humanoid (ratatosk, extraplanar);
- Size: Small;
- Base Speed: Normal (30 ft.);
- Ability Score Modifier (2 RP): Greater Paragon (Str -2, Dex +4, Int -2);
- Language: Standard (automatic: Sylvan, a common language [usu. Taldane in Avistan]; language pool: Celestial, Elvish, Gnomish, Hallit, Giant, Ulfen, Draconic);
- Feat and Skill (2 RP): Nimble Faller (always land on feet, even if took lethal damage from a fall; gain +1 bonus to CMD vs. Trip attempts);
- Feat and Skill (1 RP): Skill Training - Knowledge (Planes) and Stealth (always considered to be class skills);
- Movement (2 RP): Climb (Climb MV 20'; +8 racial bonus on Climb checks);
- Offence (1 RP): Bite natural weapon (Ex; 1d2 hp damage for Small);
- Senses (2 RP): Darkvision 60' (Ex).

nighttree |

We have a playable fey race, Gathlain, but we could use more, especially a fey blooded race.
Hopefully some stuff for catfolk will slip it's way in there some where.
Ya the Gathlain don't do a thing for me...not a race I would include in our gaming. I much preferred the original Killoren as described (not depicted) in 3.5....BYMMV

DekoTheBarbarian |
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I think this book will be interesting, there's usually one or two people playing "wild" characters in the campaigns I'm in, so this book would probably be useful. What I'd like to see in a book like this is a new race: Wolfkin. Kind of like the canine answer to Catfolk without having to use a Witchwolf shifter or go werewolf. I've always wanted to play a canine race, but my usual GM is a stickler for only using official Paizo products so no 3rd Party or homebrew race.

Alexander Augunas Contributor |

I think this book will be interesting, there's usually one or two people playing "wild" characters in the campaigns I'm in, so this book would probably be useful. What I'd like to see in a book like this is a new race: Wolfkin. Kind of like the canine answer to Catfolk without having to use a Witchwolf shifter or go werewolf. I've always wanted to play a canine race, but my usual GM is a stickler for only using official Paizo products so no 3rd Party or homebrew race.
I think its unlikely that you're going to get a new race in a book like this. Typically, racial stuff in the Player Companion line is a focus of an entire book. Example: Blood of the Moon.
But technically, if you want to be a canine race, you don't have to look further than the kitsune. Foxes are canines too!

DekoTheBarbarian |
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DekoTheBarbarian wrote:I think this book will be interesting, there's usually one or two people playing "wild" characters in the campaigns I'm in, so this book would probably be useful. What I'd like to see in a book like this is a new race: Wolfkin. Kind of like the canine answer to Catfolk without having to use a Witchwolf shifter or go werewolf. I've always wanted to play a canine race, but my usual GM is a stickler for only using official Paizo products so no 3rd Party or homebrew race.I think its unlikely that you're going to get a new race in a book like this. Typically, racial stuff in the Player Companion line is a focus of an entire book. Example: Blood of the Moon.
But technically, if you want to be a canine race, you don't have to look further than the kitsune. Foxes are canines too!
I know, but Kitsune are more along the lines of tricksters, who fit in more with the bard, rogue, and other classes of the like. I'd like a more robust kind of canine character.

Alex G St-Amand |
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It's unlikely, but what would be amazing is if Paizo did a sort of about face on how they normally do books like this, and basically ignore the classes that are already "wild" and instead focus on making other classes more playable in a "wild" setting.
+1, I hope they do this to some degree... and I hope not all the Rogue archetypes give up Trapfinding/Trapsense...

Alex G St-Amand |

You know what'd be really neat? A barbarian archetype w/o the alignment restriction. Or something that would allow a Barbarian who is good at smiting evil things.
....Not sure this would be the place for it, but it'd be neat.
A lot of things would be neat in Player Companion, but would require it to switch from 32 to 64 pages... and Paizo to start a GM Companion line.

Liz Courts Webstore Gninja Minion |

The GM Companion line is pretty much the Campaign Setting line. :P

Alex G St-Amand |

The GM Companion line is pretty much the Campaign Setting line. :P
I was more thinking rule stuff and NPCs options than setting fluff.

Liz Courts Webstore Gninja Minion |

Liz Courts wrote:The GM Companion line is pretty much the Campaign Setting line. :PI was more thinking rule stuff and NPCs options than setting fluff.
Both of those are also in the Campaign Setting line—it's not just "fluff."

Alex G St-Amand |

Alex G St-Amand wrote:Both of those are also in the Campaign Setting line—it's not just "fluff."Liz Courts wrote:The GM Companion line is pretty much the Campaign Setting line. :PI was more thinking rule stuff and NPCs options than setting fluff.
<_<
>_>
remember why people groaned about Blood of the Night and Blood of the Elements?
The Campaign Setting line could be split in two, would help avoid cutting out useful things, and avoid stuff to get in the Player Companion line when it has no business being there... I am aware of the work overload it could cause.

xeose4 |

It's unlikely, but what would be amazing is if Paizo did a sort of about face on how they normally do books like this, and basically ignore the classes that are already "wild" and instead focus on making other classes more playable in a "wild" setting.
my brain would explode if they did this.
I really want to preorder this because I pretty much only play "wild" characters, but I'm also kind of leery. is there more wilderness than the jungle theme in this?

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It's unlikely, but what would be amazing is if Paizo did a sort of about face on how they normally do books like this, and basically ignore the classes that are already "wild" and instead focus on making other classes more playable in a "wild" setting.
my brain would explode if they did this.
In a good or bad way?
I really want to preorder this because I pretty much only play "wild" characters, but I'm also kind of leery. is there more wilderness than the jungle theme in this?
So, with that in mind, would you rather have a book that allows you to use more classes effectively as "wild characters" or more tools for a few existing "wild characters"?
I'd rather see, and this is just me, but I'd rather see, for example, ways to play a Cleric, Paladin, or Fighter in the wild than more Barabarian, Druid, or Ranger mechanics to help them do what they can already do.

xeose4 |

In a good way - and both! I would love to play a rogue, bard, or cleric that seem as immersed and a part of nature as any ranger or druid without having to have it all be like, lore or something.
I'm also DM 99% of the time and would like to expand on the options for campaigns that I run, so not every time the party heads off into the wilderness they're like "well let's roll 4 druids and leave it at that."

nighttree |

So, with that in mind, would you rather have a book that allows you to use more classes effectively as "wild characters" or more tools for a few existing "wild characters"?
I'd rather see, and this is just me, but I'd rather see, for example, ways to play a Cleric, Paladin, or Fighter in the wild than more Barabarian, Druid, or Ranger mechanics to help them do what they can already do.
Actually that's not "just you" at all ;)
I would much rather see a book that gives options for making the "less than wild" classes more wild.Nature focused Paladins, Barbarian tribe Wizards...hell yes !

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"Devil's Advocate" wrote:So, with that in mind, would you rather have a book that allows you to use more classes effectively as "wild characters" or more tools for a few existing "wild characters"?
I'd rather see, and this is just me, but I'd rather see, for example, ways to play a Cleric, Paladin, or Fighter in the wild than more Barabarian, Druid, or Ranger mechanics to help them do what they can already do.
Actually that's not "just you" at all ;)
I would much rather see a book that gives options for making the "less than wild" classes more wild.Nature focused Paladins, Barbarian tribe Wizards...hell yes !
Same for all sorts of themes.
I'm less interested in ways to make a religious Cleric or Inquisitor or Paladin, for instance, than in ways to add religious themes to a Rogue or Wizard. Ways to incorporate a Bard or Rogue into a social / city-based storyline? Kind of intuitive. Ways to fold a Barbarian, Druid or Ranger into such a storyline would be, IMO, far more useful.
Playing to type and your strengths is much easier than running a character in such a way that it flourishes in a situation that *isn't* an ideal fit.

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Cool cover - that's one unhappy drake!
The horticulturist? Finally an archetype for the eccentric gardener living on the noblemans estate,
Now I'm thinking of this