Mistfinder (Pathfinder in Ravenloft)


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Shadow Lodge

James Keegan wrote:

ugly child, I just wanted to say thanks for putting this together. I just recently got into the Ravenloft setting and this thread and your pdf have been a big help!

Nice avatar, by the way.

Cheers for the Kudos, Evil Twin!


I've only just started to look at the PDF. My first impression is: a fantastic job! The formatting and artwork are quite evocative.

One small nit-pick: on page 2, where you mention the messageboards here, you have Paizo spelled as "Pazio".

I look forward to reading the whole thing properly. Thank you, to both you and your friend Oscar for all the good work! :)

Shadow Lodge

Bellona wrote:

I've only just started to look at the PDF. My first impression is: a fantastic job! The formatting and artwork are quite evocative.

One small nit-pick: on page 2, where you mention the messageboards here, you have Paizo spelled as "Pazio".

I look forward to reading the whole thing properly. Thank you, to both you and your friend Oscar for all the good work! :)

Apoligies to Paizo. I'm collecting all the errata for small update, so if anyone spots anything else let me know.

Shadow Lodge

I had a read of the fantastic preview for the APG on the Paizo blog today. Looks like I'll have my work cut out for me converting stuff.

Shadow Lodge

Has anybody picked up the GM Guide as yet? I'm wondering if they included anything about running horror games.


ugly child wrote:
Has anybody picked up the GM Guide as yet? I'm wondering if they included anything about running horror games.

I'll let you know as soon as I get it. I'll be ordering mine on friday. I think. I hope.


ugly child wrote:
Has anybody picked up the GM Guide as yet? I'm wondering if they included anything about running horror games.

The Horror Genre does not get its own section but they have rules for Haunts, Fortune Telling, and Insanity. The intention seems to be to make the material very broadly useful. I don't see anything that really drills down on horror.

Sigurd

Shadow Lodge

Sigurd wrote:
ugly child wrote:
Has anybody picked up the GM Guide as yet? I'm wondering if they included anything about running horror games.

The Horror Genre does not get its own section but they have rules for Haunts, Fortune Telling, and Insanity. The intention seems to be to make the material very broadly useful. I don't see anything that really drills down on horror.

Sigurd

Well that all seems quite useful. I look forward to get my grubby hands on a copy and seeing if I can fit things into Mistfinder. :)

Shadow Lodge

I put up a quick website to host the link and post up new stuff when it's done.

http://mistfinder.blogspot.com/


Putting up a link to your stuff on my site...and its up.


ugly child wrote:

I put up a quick website to host the link and post up new stuff when it's done.

http://mistfinder.blogspot.com/

Bookmarked for later use! :)

Shadow Lodge

Picked up my copy of the Games Mastery Guide last night and haven't had a chance to look too much at it. Things that seem to be useful are the section on undead uprisings in disasters and there seems to be madness rules to look over.

Shadow Lodge

ugly child wrote:
Picked up my copy of the Games Mastery Guide last night and haven't had a chance to look too much at it. Things that seem to be useful are the section on undead uprisings in disasters and there seems to be madness rules to look over.

On review of the madness rules I don't think they are a good fit for Ravenloft. They would come up too irregularly with things only occurring when you reach a mental ability score of zero.

Not much other material in the book to convert, but all of the book is useful. The stock NPCs in particular look to be incredibly useful. I can see myself using ship captain, sailor, brigand, beggar, village idiot, noble and harlot all very regularly. The plethora tables can also be put to good use, they are disparate and interesting (my favourite is the table of wrecked ships and their crew or captains fates). The GM advice is all solid. The best layout of advice for new and old GMs I've seen. But of course I would say that the Ravenloft DMG is superior in terms of advice for running a horror game (that and Monte Cooke's D20 Call of Cthulhu) .

Roll on the APG so I can start converting.

Shadow Lodge

http://paizo.com/paizo/blog/v5748dyo5lb8x

There is going to be a whole lot of stuff to look at today. Here's a summary of all the alternate base class archetypes previewed today for the APG(because the image they provide has tiny writing). Alot of them seem like they would be useful in Ravenloft.

Opinions from a Ravenloft standpoint?

Quote:

Barbarian: Breaker, Brutal Pugilist, Drunken Brute, Elemental Kin, Hurler, Invulnerable Rager, Mounted Fury, Savage Barbarian, Superrtitious, Totem Warrior

AND New Rage powers

Bard: Arcane Deulist, Archivist, Court Bard, Detective, Magician, Sandman, Savage Skald, Sea Singer, Street Preformer

Cleric: Subdomians

Druid: Aquatic Druid, Arctic Druid, Blight Druid, Cave Druid, Desert Druid, Jungle Druid, Mountain Druid, Plains Druid, Swamp Druid, Urban Druid.
OR
Bear Shaman, Eagle Shaman, Lion Shaman, Serpent Shaman, Wolf Shaman

Fighter: Archer, Crossbowman, Freehand Fighter, Mobile Fighter, Phalanx Soldier, Polearm Master, Roughrider, Savage Warrior, Shielded Fighter, Two Handed Fighter, Two Weapon Warrior, Weapon Master.

Monk: Drunken Master, Hungry Ghost Monk, Ki Mystic, Monk of the Empty Hand, Monk of the Four Winds, Monk of the Healing Hand, Monk of the Lotus, Monk of the Sacred Mountain, Weapon Adept, Zen Archer

Paladin: Divine Defender, Hospitaler, Sacred Servant, Shining Knight, Undead Scourge, Warrior of the Holy Light
OR
Antipaladin

Ranger: Beast Master, Guide, Horse Lord, Infiltrator, Shapeshifter, Skirmisher, Spirit Ranger, Urban Ranger
AND New Combat Styles.

Rogue: Acrobat, Burglar, Cutpurse, Investigator, Poisoner, Rake, Scout, Sniper, Spy, Swashbuckler, Thug, Trapsmith
AND new rogue talents and advanced talents.

Sorceror: Aquatic Bloodline, Boreal Bloodline, Deepearth Bloodline, Dreamspun Bloodline, Protean Bloodline, Serpentine Bloodline, Shadow Bloodline, Stormborn Bloodline, Verdant Bloodline.

Wizard: Elemental Schools and Focused Schools.

Shadow Lodge

I'm anticipating getting my grubby hands on a copy of the APG before the end of the month. Probably another month or so of digestion. I currently running a Ravenloft campaign, so I'll have a playtest arena.

I'm quite excited to get started on the second part of this project.

Shadow Lodge

Well I digested a good chunk of the APG and it's a great book. For the most part alot of the features are all good aditiona to a Ravenloft campaign. I'll start converting material soon, I'll need to give some thought to the base classes and archetypes. I have looked deeply into the spells or magic items yet.

The first bit I'll start on should be feats.

Shadow Lodge

Right so guys and gals, here's the first draft at feats from the APG. Let me know what you think.

Quote:


Aspect of the Beast
This feat increases your outcast rating by +1. Claws of the Beast raise your outcast rating an additional +1. Something about your bestial nature disturbs those around you.

Bloody Assault
Use of this feat is considered grievous assault; for the purposes of powers checks. The corpse of a creature killed by an individual using this feat may provoke a horror save.

Breadth of Experience
Vistani and Half-Visani may take this feat and may ignore the prerequisites. This is due to their well travelled and experienced nature.

Cooperative Crafting
If the item that is being crafted would provoke a powers check for it’s crafting, all parties involved in it’s crafting must take such a powers check.

Cosmopolitan
This feat may not make Knowledge (the planes) a class skill.

Dastardly Finish
Use of this feat on a cowering target can provoke a powers check for premeditated murder.

Deepsight
This feat increases your outcast rating by +1. Your eyes now catch the light in an odd fashion, in same way as a wolf or a cat.

Fight On
Caliban are eligible for this feat.

Heroic Defiance
This feat may delay the onset of the effects of fear, horror and madness saves.

Iron Guts
Caliban are eligible for this feat.

Ironhide
Caliban are eligible for this feat.

Keen Scent
Caliban are eligible for this feat.

Pass for Human
Caliban, Visani and Half Vistani are eligible for this feat.
The bonus gain from this feat is reduced to +5 and you may not take a 10 on a disguise check due to being in an area mostly populated by humans. If your true nature is ever revealed double your outcast rating with individuals who are aware of your true nature.

Racial Heritage
This feat increases your outcast rating by +1. There is something in the cast of your features that now marks you as different.

Razortusk
Caliban are eligible for this feat.

Smell Fear
Caliban are eligible for this feat.

Vermin Heart
Individuals with this feat attract vermin. This has no mechanical effect, but infestations of food stuffs and stores are more common around such an individual.

Shadow Lodge

Oh sweet. Thanks for the mention. I just found this, having only been back for a few days/weeks now (been in Boot camp, or my own personal prison realm of dread). This is actually the first time seeing the MistFinder PDF so really looking forward to digging into it. I really like what I see so far, especially the theme and layout. Does oldschool Ravenloft material proud.

Shadow Lodge

Beckett wrote:
Oh sweet. Thanks for the mention. I just found this, having only been back for a few days/weeks now (been in Boot camp, or my own personal prison realm of dread). This is actually the first time seeing the MistFinder PDF so really looking forward to digging into it. I really like what I see so far, especially the theme and layout. Does oldschool Ravenloft material proud.

Not a problem Beckett. Glad you enjoyed it. I'm currently ear deep in the APG. :)

Shadow Lodge

I have the PDF but can't wait to get ahold of the actual book. I like it so far, (a bit disapointed with Subdomains and Cleric Spells, well just the lack of anything cool Cleric so far that I have seen), but otherwise am enjoying. Wha are you thinking of doing with it and Mistfinder?

Grand Lodge

ugly child-

I usually don't like the horror genre (chocolate)
in my RPG (peanut butter), but I loved the Mistfinder name and it drew me in.

Your work has a very professional presentation.
Your art direction works very well with the subject matter.
How often do you post to the blog?

I hope the conversion ala' APG is a swift one! ;)

Shadow Lodge

Azmyth wrote:

ugly child-

I usually don't like the horror genre (chocolate)
in my RPG (peanut butter), but I loved the Mistfinder name and it drew me in.

Your work has a very professional presentation.
Your art direction works very well with the subject matter.
How often do you post to the blog?

I hope the conversion ala' APG is a swift one! ;)

Thanks for the interest Azmyth. I was just going to be posting on the blog to update the downloads. But I might start using it to preview art and finished classes. This means people won't have to be looking through this thread for material while the next pdf is in production.

Hey beckett currently working some ideas for the Caliban and Half-Vistani favored class options.

Shadow Lodge

ugly child wrote:
Hey beckett currently working some ideas for the Caliban and Half-Vistani favored class options.

Anything Oracle, Cleric, or Inquisitor related? I may start some work in those if not.

Shadow Lodge

Beckett wrote:
ugly child wrote:
Hey beckett currently working some ideas for the Caliban and Half-Vistani favored class options.
Anything Oracle, Cleric, or Inquisitor related? I may start some work in those if not.

I was thinking about doing something with the oracle, loa and a voodoo feel. The inquisitor is pretty straightforward I've done a short bit on it further back in the thread, it's perfectly suited to Ravenloft. Haven't taken a look at the sub domains or the cleric yet.

I think I'll need to look at the spells for these classes before it all comes together. I'm always interest to hear what direction everyone else thinks the material should go.

Shadow Lodge

I forgot, did you mean alternate class features for the Half-Vistani and the Caliban?

I think a few Ravenlofty Oracle options would be amazing, and perhaps even a prestige class that might combine the Oracle of Mysts and Mist Bloodline Sorcerer similar to the 3.5 True Necromancer.

I can't recall where this is located, but there is a story of a fallen paladin who doesn't realize she has fallen and basically rules her town as a Black Guard believing that they are still a Paladin and doing the right thing. Sounds alot like an interesting take on the Inquisitor. (I want to say it is in Gazateer 3).

Shadow Lodge

Beckett wrote:

I forgot, did you mean alternate class features for the Half-Vistani and the Caliban?

I think a few Ravenlofty Oracle options would be amazing, and perhaps even a prestige class that might combine the Oracle of Mysts and Mist Bloodline Sorcerer similar to the 3.5 True Necromancer.

I can't recall where this is located, but there is a story of a fallen paladin who doesn't realize she has fallen and basically rules her town as a Black Guard believing that they are still a Paladin and doing the right thing. Sounds alot like an interesting take on the Inquisitor. (I want to say it is in Gazateer 3).

Actually I was referring to the racial favored class options introduced in the APG. Essentially each race has a number of options they can take for taking a level in their favored class. For example instead of a extra skill point or hit point a dwarven barbarian may take an extra round of rage per day. It's a cool little mechanic.

Shadow Lodge

Hey. I went through the PDF and a few things popped out at me.

Pg 4 What are the Creature Type (Subtype) for the Caliban? I would imagine Humanoid (Caliban).

Pg 5 Moon Madness: I think it would be easier to just have a -1 Moral Penalty to all Wis based Checks and Will Saves. -2 Wis implies that it would cause you to lose spells, and that seems pretty harsh.

Pg 6 Kamii Tribe: should be +2 to Appraise for metal?

Pg 6 Hypnotherapy add Knowledge Religion 1 Rank or Sense Motive 1 Rank.

Pg 7 under Hypnosis for the Heal Skill. Should probably reove the line about +2 DC for distraction and say it automatically fails.

Pg 8 Equipement - The Firearms, I think should have a little mre info on how they function. Reload times, a bit more detail on the Cultural Level, etc. . .

Pg 9 Barbarian - because Rage is based off of rounds per day, the weakness is very steep. I would suggest either on a failed save the Barbarian loses 1 extra round of Raging per day or the extra rounds of beating up corpses does not count against their rounds per day. Essetually, on a bad roll a Barbarian might burn through all the Rage in the first encounter, which is kind of cheap in my opinion.

Pg 9 Mist Domain - Kind of weak. . . Needs more all around.

Pg 10 Cleric - I would definetly reword the Hidden Soul to sound a bit less confussing. As it is, it seems to allow Clerics to ignor the one step from deity (stupid) rule. Why not just say that. Good Clerics can worship an evil deity, and Evil Clerics can worship a Good deity.

Pg 10 Cleric - Higher Standards is odd in that I don't think that the Cleric should have the same mechanic as the Paladin. Maybe change it to incorporate only things that are directly oppossed to their religious faith as a (normal) power check?

Pg 10 Of the Land - this seems very strong. I mean a potentual DC 20 or 25 save for just walking around within 10 miles of something and possibly losing all class abilities. I would really suggest a temporary effect unless they remain in the area for extended times. It also seems counter-Ravenlofty to have such an arbitrary alignment shift completely out of the players control (not moral dilemma).

Pg12 Rogue's Hold It Together - is this a 1/day ability or what. It says This ability is usable once per save, which means literally you can use it twice and than the ability is gone forever.

Pg 13 Sorcerer's reater Part to Play - Doesn't this essentually remove the character from the game? I mean it "randomly" drops them into a different Domain, but they probably can't get back out or communicate across from te new location, or even know where they are.

Pg 14 Abyssal Bloodline - Does the "add 5% to all Power Checks" apply to the later ability of "Each time you use a non-passive INFERNAL Bloodline Power take a 3% Powers Check".

Same issue with Infernal Bloodline on the same page, minus the name switch.

I didn't get to far into the Prestige Classes yet.

Shadow Lodge

Thanks for all the errata or clarifications to be made. I've responded point for point. Let me know if you spot anything major with the prestige classes.

Beckett wrote:

Hey. I went through the PDF and a few things popped out at me.

Pg 4 What are the Creature Type (Subtype) for the Caliban? I would imagine Humanoid (Caliban).

Yep. I'll fix that.

Beckett wrote:

Pg 5 Moon Madness: I think it would be easier to just have a -1 Moral Penalty to all Wis based Checks and Will Saves. -2 Wis implies that it would cause you to lose spells, and that seems pretty harsh.[/wrote]

Think I'm ok with this as written.

Beckett wrote:


Pg 6 Kamii Tribe: should be +2 to Appraise for metal?

Yep I'll fix that.

Beckett wrote:


Pg 6 Hypnotherapy add Knowledge Religion 1 Rank or Sense Motive 1 Rank.

Minor clarification but I'll fix it.

Beckett wrote:


Pg 7 under Hypnosis for the Heal Skill. Should probably reove the line about +2 DC for distraction and say it automatically fails.

I'm leaving this one open to facilitate the mesmerist class, who's stick is hypnotising audiences.

Beckett wrote:


Pg 8 Equipement - The Firearms, I think should have a little mre info on how they function. Reload times, a bit more detail on the Cultural Level, etc. . .

Might do but I was mistakenly under the impression there was a short bit on firearms in the rules (sadly this was just in the 3.5 GMG). Might just put in a line to say they are to be treated the same as crossbows.

Beckett wrote:


Pg 9 Barbarian - because Rage is based off of rounds per day, the weakness is very steep. I would suggest either on a failed save the Barbarian loses 1 extra round of Raging per day or the extra rounds of beating up corpses does not count against their rounds per day. Essetually, on a bad roll a Barbarian might burn through all the Rage in the first encounter, which is kind of cheap in my opinion.

I like this feature, I think it's ok as written as it allows a save each round to end the rage.

Beckett wrote:


Pg 9 Mist Domain - Kind of weak. . . Needs more all around.

I'll have a think, but I think it's pretty solid, maybe a small boost is needed.

Beckett wrote:


Pg 10 Cleric - I would definetly reword the Hidden Soul to sound a bit less confussing. As it is, it seems to allow Clerics to ignor the one step from deity (stupid) rule. Why not just say that. Good Clerics can worship an evil deity, and Evil Clerics can worship a Good deity.

This just allows you to have evil clerics of good gods, channel positive energy; so people don't immediately get the pitchforks. I'm Ok with this one.

Beckett wrote:


Pg 10 Cleric - Higher Standards is odd in that I don't think that the Cleric should have the same mechanic as the Paladin. Maybe change it to incorporate only things that are directly oppossed to their religious faith as a (normal) power check?

This one is pretty much the same as the 3.5 ravenloft cleric, I'm Ok with it as written. Having the same feature as another class often simplifys reading.

Beckett wrote:


Pg 10 Of the Land - this seems very strong. I mean a potentual DC 20 or 25 save for just walking around within 10 miles of something and possibly losing all class abilities. I would really suggest a temporary effect unless they remain in...

This one is tricky but it's actually kinder than the 3.5 ravenloft druid. In 3.5 it was 20 miles and there was a base percentage chance of failure you could not effect, that would require you to take evil actions. This way the characters motivations stay the same and may only jump to true neutral.

Beckett wrote:


Pg12 Rogue's Hold It Together - is this a 1/day ability or what. It says This ability is usable once per save, which means literally you can use it twice and than the ability is gone forever.

I think this is clear enough as written, once per save means it can be used at any time as long as it's not being used to delay another save effect.

Beckett wrote:


Pg 13 Sorcerer's Greater Part to Play - Doesn't this essentually remove the character from the game? I mean it "randomly" drops them into a different Domain, but they probably can't get back out or communicate across from te new location, or even know where they are.

I think this one is OK as it's not random and at GM's choice. They could end up in a neighboring domain or somewhere appropriate to the plot. A 15th level sorcerer also has a good chance of making their way back to their companions.

Beckett wrote:


Pg 14 Abyssal Bloodline - Does the "add 5% to all Power Checks" apply to the later ability of "Each time you use a non-passive INFERNAL Bloodline Power take a 3% Powers Check".

Same issue with Infernal Bloodline on the same page, minus the name switch.

Yes it does I did not want to add it and have GMs add it again. I'll add a line in to clarify.

Shadow Lodge

The racial favored class options for you consideration.

Quote:

Caliban

Alchemist: Add 1 minute to the duration of the caliban’s mutagen.

Barbarian: Add 1 to the caliban’s total number of rage rounds per day.

Ranger: Add +1 hit point to the ranger’s animal companion. If the caliban ever replaces his animal companion, the new animal companion gains these bonus hit points. If the ranger ever contracts lycanthropy from a lycanthrope based on the same animal as their animal companion they also gain these bonus hit points.

Summoner: Add +1 skill rank to the summoner’s eidolon.

Half-Vistani

Bard: Add +1/2 on Knowledge (Geography) when navigating between settlements, +1/2 on Diplomacy checks to gather information, and +1/2 on Disguise checks to appear human.

Fighter: Add +1 to the fighter’s CMD when resisting a disarm or trip attempt.

Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.

Rogue: Add a +1/2 bonus on Bluff checks to feint and Diplomacy checks to gather information.

Witch: Add +1/2 a round to the duration of the witch’s evil eye hex.


Fantastic work on Mistfinder, ugly child! Absolutely fantastic!

Having just picked up the APG for Pathfinder myself, have you considered making 4 subdomains of the Mist Domain, one for each of the Sects of Ezra? Clinging Mist could probably be replaced by the different Shields of each Sect.


Ok, third times the charm…

I realize that each domain has two subdomains to pick from, but I think that the nature of Ezra and the Mist domain makes sense for it to be broken down into four.

Since each alignment of Ezra is meant to represent a different sect, and each sect has differences in the focus of their dogma, I think that subdomains for each “focus” would be a good approach. After all, while each sect has it’s own alignment, not all Anchorites are going to have the exact same approach.

For example, a cleric of the Lawful Good Mordentish sect, which believes in Ezra’s power to redeem all who follow her, may decide that forcing a conversion to the faith is an acceptable act, and even a religious duty, and excuses the use of torture since it saves the soul. Meanwhile, a member of the Lawful Evil Nevuchar Springs sect may travel and prophesize the Time of Unparalleled Darkness and the need to prepare, but sees things in a “live and let live” manner and does not force his beliefs as others of his sect might.

This helps keep all Mordent Ezrites from being all nice and fluffy, if a little pushy, and all Nevuchar Ezrites from being Evil loones.

Anyway, I haven’t thought about the replacement spells, but all of the subdomains would grant a different version of Ezra’s Shield, which activates as a standard or move action for a number of rounds equal to the cleric’s level.

The Lawful Good Mordentish branch would have the Redemption subdomain, which protects the Anchorite from the swords of his foes, granting DR 25/ Non-Metal Weapons.

The Lawful Neutral Home Faith would have the Duty subdomain, due to their trust in the Divine Plan, which protects the Anchorite from all harm, granting DR 15/ Magic and Chaos.

The True Neutral Dementlieu branch would have the Mysteries subdomain, as the unknowable aspects of Ezra protects against destructive magics, granting a +10 to Fortitude and Reflex saves against damaging spells.

Finally, the Lawful Evil Nevuchar Springs branch has the Repentance subdomain, which protects against the corruptive influences of the Legions of the Night with a +10 bonus against mind-affecting spells and effects.


Here's a little more detailed rough draft.

Redemption Subdomain
Associated Domain: Mist
Replacement Power: The following granted power replaces the clinging mist power of the Mist domain.
Ezra’s Shield (Su): At 8th level, you gain the ability to cover yourself in a thin film luminescent mist as a standard action. This mist protects you from the swords of you enemies, granting you DR 25/ Non-Metal weapons. You can use this power a number of rounds per day equal to your cleric level, but these rounds do not need to be consecutive.
Replacement Domain Spells: 5th level—Atonement, 7th—Refuge.

Duty Subdomain
Associated Domain: Mist
Replacement Power: The following granted power replaces the clinging mist power of the Mist domain.
Ezra’s Shield (Su): At 8th level, you gain the ability to cover yourself in a thin film luminescent mist as a standard action. This mist protects you from those that would harm you, granting you DR 15/ Magic and Chaos. You can use this power a number of rounds per day equal to your cleric level, but these rounds do not need to be consecutive.
Replacement Domain Spells: 3rd level—Prayer, 4th—Order's Wrath.

Mysteries Subdomain
Associated Domain: Mist
Replacement Power: The following granted power replaces the clinging mist power of the Mist domain.
Ezra’s Shield (Su): At 8th level, you gain the ability to cover yourself in a thin film luminescent mist as a standard action. This mist protects you from destructive magic, granting you +10 to Fortitude and Reflex saves against damaging spells. You can use this power a number of rounds per day equal to your cleric level, but these rounds do not need to be consecutive.
Replacement Domain Spells: 6th level—True Seeing, 7th—Vision.

Repentance Subdomain
Associated Domain: Mist
Replacement Power: The following granted power replaces the clinging mist power of the Mist domain.
Ezra’s Shield (Su); At 8th level, you gain the ability to cover yourself in a thin film luminescent mist as a standard action. This mist protects you from corrupting influences, granting you +10 against mind-affecting spells and effects. You can use this power a number of rounds per day equal to your cleric level, but these rounds do not need to be consecutive.
Replacement Domain Spells: 3rd level—Bestow Curse, 6th—Geas/Quest.

Shadow Lodge

Interesting stuff Tobias, I'm currently moving house and as such am on a short hiatus for the month. But as far as sub domains goes I was thinking of looking into the other Ravenloft religions, the Lawgiver, Belenus, the Morninglord, the Wolf God, etc ...

The Wolf God having a Beastial Sub domain for example

Shadow Lodge

I've been working on Summoner recently and this is part of what I've come up with for the Eidolon. I'll post more later, but the idea is that the Eidolon gains more control as the summoner takes powers checks.

Quote:

Shape of Heart's Desire (Sp):

An Eidolon may use alter self at will. The eidolon chooses the form of either their master or an acquaintance of their master, once chosen this is the only form the eidolon may use this ability to change into. If they choose the form of an acquaintance of their master, it must be a figure that their master feels a great emotion for. For example a long dead wife, a strict father, a girl that the summoner is obsessed with or even an imaginary friend. If the eidolon chooses to take the form of their master, the form is an idealized version of the summoner slight taller, stronger and more attractive; such a form has a +10 bonus to disguise check to appear to be the summoner.

When in this alternate form the eidolon loses all access to it's evolutions apart from the following list.
Skilled, Ability Increase, Immunity, Tremorsense, Weapon Training, Blindsense, Damage Reduction, Blindsight, Fast Healing.

Shadow Lodge

ugly child wrote:

I've been working on Summoner recently and this is part of what I've come up with for the Eidolon. I'll post more later, but the idea is that the Eidolon gains more control as the summoner takes powers checks.

Quote:

Shape of Heart's Desire (Sp):

An Eidolon may use alter self at will. The eidolon chooses the form of either their master or an acquaintance of their master, once chosen this is the only form the eidolon may use this ability to change into. If they choose the form of an acquaintance of their master, it must be a figure that their master feels a great emotion for. For example a long dead wife, a strict father, a girl that the summoner is obsessed with or even an imaginary friend. If the eidolon chooses to take the form of their master, the form is an idealized version of the summoner slight taller, stronger and more attractive; such a form has a +10 bonus to disguise check to appear to be the summoner.

When in this alternate form the eidolon loses all access to it's evolutions apart from the following list.
Skilled, Ability Increase, Immunity, Tremorsense, Weapon Training, Blindsense, Damage Reduction, Blindsight, Fast Healing.

Right so I'm feeling inspired by the summoner at the moment. The is a very rough version of the mechanics for eidolon and summoner interactions. The language needs a tidy up but let me know what you think.

Quote:


Unruly Id:

An eidolon is a unique creature in Ravenloft it is the representation of a summoners subconscious wishes. As a creature it is much like a dread companion, it is however more intelligent than a familiar or mount. All eidolons in Ravenloft are outsiders created by the mists; they also all begin play with an intelligence of 10.

The eidolon has the personality of the summoner or of an acquaintance of their master; their memory only covers what their master believes to be true about themselves or their acquaintance. This can lead to the eidolon having a skewed vision of who they are, often believing themselves to be the better part of their master. As with a dread companion a eidolon in ravenloft is of evil alignment, the other component of it's alignment is dictated by it's master's alignment. Also as a dread companion the eidolon for the most part agrees with the goals of it's master, but believes the end justifies the means and may misinterpret orders.

Every time a summoner takes a powers check or is required to take a madness save an eidolon can gain a measure of control of it's evolutions. The Eidolon mirror's it's master and takes the same check, if they pass a madness save or fails the powers check it gains control of 1 point of evolution. The eidolon may reassign this evolution point immediately or wait and change what the point is spent on at a later time. If an eidolon controls all it's evolution points it is no longer obliged to take orders, but will remain predisposed toward it's masters goals and act in anyway it sees fit to achieve them. If such an eidolon is killed is will reform as if summoned, with half it's total hit points, at dusk the following day.

A summoner may attempt to wrest control back from the Eidolon by atoning for the act that caused the powers check or may reattempt the madness save that caused the loss of control (this save may be reattempted once per day). Some eidolons lock up masters that have been driven completely mad and either replace them in society or act as their caretaker.

Shadow Lodge

I'm hoping that I'll have a revised version of the original pdf by the end of the first week in October. I have a number of errata to include (thank you all for you feedback) and I have some items to add (for example I left out a section on conjuration and detecting alignment). It will be made available for download from the blog mistfinder.blogspot.com

Shadow Lodge

More for the summoner,

Quote:


Strict Summoning

A summoner adds +4 to any spell DC for the purposes of controlling a summoned creature.

Bond Senses

Whenever a summoner uses this ability to share the senses of their eidolon; the eidolon may in turn share the summoner's senses.

Aspect and Greater Aspect

Using evolution points from an eidolon's evolution pool; may severely affect a summoner's outcast rating. More subtle evolutions such as skilled may go without notice; but natural weapons or wings may increase an outcast rating by 5 or more.

Merge Forms

If a summoner merges with a eidolon who is in control of it's evolutions (see Unruly Id), they are not in control of the eidolon’s actions while merged and may not speak through it's voice unless it allows it. They may not end the effect until the in control eidolon wishes it; the effect also ends if the eidolon dies or is dismissed.

Merge Forms and Twin Eidolon

When using either of these abilities your outcast rating is equal to that of your eidolon. Seeing either of these abilities used is a Madness Save with a DC equal to the summoner's level + 10.


Sounds like good stuff.

Personally, I'm fascinated by the Alchemist and the Witch. I mean, the Witch class is perfect for the followers of Hala, though some work would have to be done to justify just how "Patrons" work for Witches in Ravenloft. Patrons other than Hala of course.

For Halite clerics, I'd suggest adding an 8th level ability to the Weave domain that let's them choose a single Hex and use it a a number of times equal to 3 + their Charisma Modifier per day.

Liberty's Edge

Tobias wrote:
Personally, I'm fascinated by the Alchemist and the Witch. I mean, the Witch class is perfect for the followers of Hala, though some work would have to be done to justify just how "Patrons" work for Witches in Ravenloft. Patrons other than Hala of course.

Not a lot of justification needed. Each "patron" represents a different hospice that you were trained at, or a different member of Hala's original coven whose teachings you emulate. Or even just a different facet of Hala.

Honestly, though, I think that conflating all followers of Hala with all witches is a little unnecessary. Halan priests call themselves "witches," but not all witches are Halans. A "witch" of Hala could be a cleric, a druid, or a witch pretty easily, and the source material even implies that members of multiple character classes are priests of Hala. And there are plenty of witches in the setting who are not priests of Hala, and never were.

I think that you could just as easily say "If you want to be a priest of Hala, then you can take these patrons, and if you pick different ones, you're just a run-of-the-mill broomstick-and-cauldron witch."

Jeremy Puckett


hida_jiremi wrote:
Tobias wrote:
Personally, I'm fascinated by the Alchemist and the Witch. I mean, the Witch class is perfect for the followers of Hala, though some work would have to be done to justify just how "Patrons" work for Witches in Ravenloft. Patrons other than Hala of course.

Not a lot of justification needed. Each "patron" represents a different hospice that you were trained at, or a different member of Hala's original coven whose teachings you emulate. Or even just a different facet of Hala.

Honestly, though, I think that conflating all followers of Hala with all witches is a little unnecessary. Halan priests call themselves "witches," but not all witches are Halans. A "witch" of Hala could be a cleric, a druid, or a witch pretty easily, and the source material even implies that members of multiple character classes are priests of Hala. And there are plenty of witches in the setting who are not priests of Hala, and never were.

I think that you could just as easily say "If you want to be a priest of Hala, then you can take these patrons, and if you pick different ones, you're just a run-of-the-mill broomstick-and-cauldron witch."

Jeremy Puckett

True. I didn't mean that all witches were Halites, but more How patrons work in Ravenloft.

For example, a patron in a normal game might be a Fey, or outsider of some kind. That doesn't necessarily work that way in Ravenloft. I'd expect there would be some sort of adjustment made for how the patron is affected by Ravenloft, just as familiars are not what they are outside the demiplane.

Another thing I would suggest with witches is taking a somewhat different approach to their familiars that with the other classes.

Since the witch's patron granted them their power, and probably the familiar, perhaps the familiar has more connection to the patron than the witch. Rather than an incarnation of the Witch's Id, it is an incarnation of her agreement with her patron, or even of the patron's agenda. As such it tries to ensure that the Witch promotes, or at least causes no harm to, her patron's interests.

Where as a Paladin's mount or Wizard's familiar would go out and do things to bring about their master's most base desires, the Witch's familiar would work to ensure that they see the world in their patron's point of view.

For example, a witch with a patron of Shadow who has started to integrate with a community (maybe she decided to forsake her patron and try to live a normal life) and find friendship might have a familiar that works in secret so that the villagers find out she's a witch and persecute her, or ensures that she discovers the rotten, corrupt nature of those she thought her friends. After the event, the familiar can remind her that darkness is the way of the world, and friendship and goodness is only a mask to hide corruption.

This could go as far as the familiar flat out refusing to commune with the Witch if she starts to actively work against the patron's interests.

Shadow Lodge

I've been looking at the witch recently and come to some of the same conclusions, but I think that a familiar refusing spells is a bit too harsh. If you remove the main class feature from the class, players aren't having fun.

I think that assigning some patrons as Hala friendly and some as Hag friendly might be a solution here and some in the middle ground. I can see familiars channelling a patron occasionally, perhaps speaking on it's behalf in simple terms. But the most I could see with an angry patron is the loss of patron spells.

I'm going to be adding in some rules for using a hags coven as a more direct patron. This is obviously going to be a dangerous patron, and one that could come and find you as apposed to being a voice in the ether.

I've just read Hat Full of Sky by Terry Pratchett recently and so have Granny Weatherwax flying around my head.

Hexes I'll come on to later.

Shadow Lodge

I have been working on the Archetypes which seems like it will be the biggest part of the job. Have a gander at Bard. I'd like to add at least one new archetype or feature to each base class.

Quote:


Bard Archetypes

The following are changes made to bard archetypes in Ravenloft.

Arcane Duelist

Rallying Cry:
An arcane duelist can use this feature to allow a reroll of fear and horror saves, but each fear and horror save may only be rerolled once. This reroll will not remove long term or immediate fear and horror effects. For example it will not heal the damage ability damage from a System Shock or stop a character becoming Obsessed. It will however stop a character fleeing or remove the shaken condition for example.

Bladethirst and Mass Bladethirst:
This ability will increase the ego of an intelligent item such as a sinister possession.

Arcane Bond:
An arcane duelist’s bonded item is a sinister possession as described in the mistfinder alteration of the wizards arcane bond class feature.

Archivist

There are no changes to the Archivist archetype.

Court Bard

Satire:
This performance also causes the target a penalty to fear and madness saves. This performance is particularly useful when gaslighting an individual. Causing a individual to go mad may require a powers check as a routine torture.

Detective

There are no changes to the Detective archetype.

Magician

Arcane Bond:
A magician’s bonded item is a sinister possession as described in the mistfinder alteration of the wizards arcane bond class feature.

Sandman

There are no changes to the Sandman archetype.

Savage Skald

Incite Rage:
When a Savage Skald incites a rage in a target, the target is lost in bloody violence. When no enemies present themselves or no clear goal is apparent to the target, they must continue to attack the bodies of their fallen enemies or their allies if they seem to present a threat by interfering.

Sea Singer

Still Water, Whistle the Wind, Call the Storm:
These features are treated as the magical alteration of weather, please see the guidelines for weather in the mistfinder magic section. They may not change the conditions of waters or weather that act as a closed border for a domain.

Familiar:
Such a familiar is a dread companion.

Street Performer

There are no changes to the Street Performer archetype.

Shadow Lodge

Sorry guys moving house at the minute so, no internet to update you with. Could be a week or two for said internet connection (blast you Irish ISP), but working my way through the archetypes for the base classes.

Shadow Lodge

A new archetype for fighters from high cultural level domains. This one is more of a re-work of existing archetypes.

Quote:

Regimental Soldier

In some domains of Ravenloft regimental soldiers eschew heavy armor and melee weapons in favour of muskets, rifles and artillery cover from cannon & mortar. These lightly armoured soldiers often have an advantage on the battlefield, in terms of mobility, over more medieval tactics.

Weapon and Armor Proficiencies: A regimental soldier looses a fighter’s medium and heavy armor proficiencies. A Regimental Soldier is proficient with all firearms.

Hawkeye (Ex): At 2nd level, a regimental soldier gains a +1 bonus on Perception checks, and the range increment for any firearm he uses increases by 5 feet. These bonuses increase by +1 and 5 additional feet for every 4 levels beyond 2nd. This ability replaces bravery.

Covering Fire (Ex): At 3rd level, a regimental soldier can grant a +2 circumstance bonus to AC to all allies in his range if he shot at an enemy that round. The soldier does not gain this bonus to AC, but may receive it from another regimental soldier. An ally may only receive the benefit of one regimental soldiers covering fire bonus in a turn. The bonus to AC from covering fire increases by +1 at 7th, 11th and 15th level. This bonus is not removed when calculating, touch, flatfooted or touch AC. This ability replaces armor training 1, 2, 3, and 4.

Evasion (Ex): At 5th level due to their training on the nature of a battlefield with gunpowder and cannon, a regimental soldier gains the evasion class ability; as a described in the rogue class. This ability replaces weapon training 1.

Safe Shot (Ex): At 9th level, a regimental soldier does not provoke attacks of opportunity when making ranged attacks with a firearm. The regimental soldier may also shoot a firearm with a bayonet attached. This ability replaces weapon training 2.

Evasive Shootist (Ex): At 13th level, a regimental soldier gains a +2 dodge bonus to AC against ranged attacks. This bonus increases to +4 at 17th level. This ability replaces weapon training 3.

Suppressing Fire (Ex): At 17th level, as a full-round action, an archer can make a single firearms attack at his highest base attack bonus against any number of creatures in a 15-foot radius burst, making separate attack and damage rolls for each creature. This ability replaces weapon training 4.

Penetrating Shot (Ex): At 19th level, when a regimental soldier confirms a critical hit with a firearm, the shot pierces the target and can strike another creature in line behind it. The regimental soldier must be able to trace a line starting at his space and passing through both targets to make this additional attack. The secondary attack is made at a –4 penalty, in addition to any modifiers for added range. If this attack is also a critical hit, the bolt can continue to hit another target, but the penalties stack. This ability replaces armor mastery.

Weapon Mastery (Ex): An archer must choose a type of firearm.

Shadow Lodge

Sorry for the delay on this guys, I'm currently working up material for RPG Superstar and should be back to work soon.


ugly child wrote:
Sorry for the delay on this guys, I'm currently working up material for RPG Superstar and should be back to work soon.

GO FOR IT!! If there is anyone who deserves to go all the way, it's you!!!


+1.

Shadow Lodge

I would certainly vote for you if able. Also, I hear they are to focus on the PF land of the terror mists soon, which would be a perfect in for you. Good luck my friend.

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

Beckett wrote:
I would certainly vote for you if able. Also, I hear they are to focus on the PF land of the terror mists soon, which would be a perfect in for you. Good luck my friend.

Sorry to hijack, but Beckett, are you still interested in playing in a PbP? You were an alternate for DM Kelgrith's game which, thought lacking Kelgrith, I've taken over. We need a player and thought you might be interested still. OOC's here!

Shadow Lodge

certainly. I looked through a bit, and I'll confess I really do not remember what the rules where. Was there anything you wanted me to play or is there a gap that the party neds filled?

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