Pathfinder in the SKY!


Homebrew and House Rules

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Liberty's Edge

Drejk wrote:
And this flying ship just showed in my deviant art watch messages.

Nice one! Complete with the Jolly Roger, I see. :)

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Drejk wrote:
And this flying ship just showed in my deviant art watch messages.

Already seen that one. :p It is one of the key inspirations for my "standard" airships in this setting. Which is to say vanaran and some human airships, and almost no others.

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Hey, I'm back. I've worked some more on this setting and now have a working title: Shattered Earth (yes, I'm aware it's horrendously generic - but it isn't used by anything significant, and emphasis on working title), a name for the planet: Ora, names for various cities (which I might mention later), and a map! ...Also, working. It's essentially a rough draft just used to figure out the placement and movement of landmasses, and fully expect to edit it plenty. I need more lakes and seas, forests and other climate things, cities, etc. But for now, it give me a nice base to start working ideas off of.

And I have been working ideas off of it.
Quick key, the thin black lines show the routes of various islands in their paths (including numerous unmarked islands), and the thick red line shows the path of the "trade islands" - hundreds of small islands that circle the globe, carrying merchants and occasionally raiders.

Speaking of those merchants, a few of the races that I've hammered more out about: dwarves will be inspired by Russia rather than Scandinavia because the thought amused me, and I really like the name Nyebograd for a city. Gnomes and halflings live largely in the aforementioned trade islands, the former being based more on gypsies and the latter off of Byzantine and Middle Eastern merchants.
Also, I'm going to use "Madin Saleh" [sic] for the name of either a ruined genie city, nation, or the fallen empire as a whole.

Lastly, we have the setting's unique meteorological phenomenon: downdraught. Which technically aren't truly unique - they happen all the time in the real world - however, these particular downdraught are. First, the traditional down-bursts and micro-bursts do happen with greater frequency than in the real world, and not necessarily accompanied by a thunderstorm. Second, there are also downdraught that essentially become whirlpools in the air, often lasting for a couple minutes, occurring in clusters, and sucking anything unfortunate enough to pass over them. Much like tornadoes, actually. And every once in a great while, there will be a monstrous downdraught that is more comparable to a hurricane (or at least a tropical storm) in terms of size and duration.
I'm sure there are aspects of this that don't quite pass meteorological rigour, but 1) Rule of Cool, and 2) I have chunks of land floating in the air and riding wind currents.


Great stuff Lawrence! Love the map and the trade winds. I think Shattered Earth is fine, pehaps change "Earth" for "Skies"? "Shattered Skies"?

Love the concept of downdraughts in your setting, let alone our world. Downdraught drakes? Draught cannons? Whirldraught Demon.....

Meteorological rigour be damned....


I have some Airship Prices worked out based on the Rooms & Buildings from Ultimate Campaign.

Also I have a Setting called Shattered Lands...

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Yes, there's a number of things with names similar to Shattered Earth - and even Shattered Earth, itself, but nothing that... conflicts with my use. But I like Oceanshieldwolf's suggestion. Shattered Skies does sound better, and fits a bit more. At least, it doesn't suggest that the ground was ever whole to begin with.


That as well.

Also for my Airships all I done was add 1000 GP to the Price (though it is for a Higher Magic & Higher Technology world than basic PFRPG).


I was going to work up one called ShatEarth. Earth magic saved them when the big meteor smashed through their world.
Instead, Skull Skyland has a skull carved into it's underside. It has a small lake called looking glass lake, and the rest has woods that the pirates hide in. The Halflings and Goblins are the biggest pirate crews, and they have an uneasy truce. The pixies have created spells that allow them to steer the island, and the pirate crews have to come to them to get the island where they want it.

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Argh! Me and my compulsive attention to detail! I've been working more on the map I linked to earlier, and now have rough climates marked out (rain forests, deserts, savannah, tundra, grassland) for the big, unmoving landmasses, and now I'm trying to figure out the approximate climate of the migratory ones. Some are easy since they stay in roughly the same climate zone for all or most of their path, but others are more irregular.

Even for the ones that only dip into other climate zones periodically, I need to have an idea of how often "periodically" is. This means that I need to know how long their routes are and roughly how fast they are going to determine about how much time they spend in which areas.

Trouble is, I don't really know how to begin to figure out how long paths are. I don't know whether I need an equidistant projection or equal-area, or something else entirely. And I could only begin to guess at what kinds of geometry (or, as I'm afraid, calculus) I'd need to use...

Anyone able to offer a little advice?

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Okay, breakthrough. I've figured out a way to measure rough estimates of the island route lengths, so I have all of those, now. The equatorial (technically horse latitudes, but they cross the equator) trade islands, for example, have a roughly 50,000 mile long route (since they go around the world twice before returning to their original location). At an average global wind speed of about 17 mi/hr, this means these islands finish their entire route almost exactly three times per year (specifically, 2.9784 times). This revelation has brought up an interesting idea for calendars... At least in equatorial and horse latitude areas.


The pixies like temperate climates, and steer Skull Skyland away from major storms. The pirates like to be near major shipping lanes but away from militarily patrolled areas.

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Speaking of climate, I have one group of islands that spends about two weeks at about Quebec latitude (but in the Southern hemisphere), two weeks near the equator, and a week transitioning between the two. Add in seasons, and we have climatologist's nightmare.

I'm guessing that there won't be much on those islands aside from patchy grass and hardy shrubs. Remarkably, that's the only one that has severe weather changes like that. Most remain largely in one climate zone, only occasionally dipping into the edges of another.

Anyway, now that I have that sketched out, I'm going to work on sketching out races and nations. I've talked a bit about this before, but a few changes that I've made since then:
Geniekin (ifrit, oreads, suli, etc.) will collectively make up the most populous race, only beating out humans by a percentage point or so, rather than each race individually tying for second after humans.
The standard races (dwarves, elves, etc.) do exist in noticeable numbers, but aren't as proportionally common as in most settings. Halflings, gnomes, and dwarves are the only ones that I have settled on things for and they have all been mentioned a couple posts earlier.
Lastly, hobgoblins are the original race from which goblins, orcs, and bugbears descended. They are the most common goblinoid and aside from 'regular' goblins, all goblinoids (including orcs) are shifted a little further from the 'always evil' end of the spectrum. A fairly strong tendency, but it isn't unusual to see a neutral or even good one, particularly among hobgoblins. More on them several posts ago.

My next goal is to solidify the roles that vanara, catfolk, and elves fill. Then to look over and see about coming up with at least a little bit for kobolds, lizardfolk, duergar, and other semi-common races. Then I need to read up on the naturally winged races (strix, syrinx, wyvaran, and probably tengu) and fit them in. Lastly, consider aasimar, tieflings, samsarans, ratfolk, and other races that I haven't already ruled out. And desperately try to work in vishkanya (one of my personal favourites).

...And I suppose I should work on humans a bit more. Just realized that I've just stuck them in the world as a given without actually working them in to the setting.


The goblin pirates labor under a family of Hobgoblin captains.

Quote
Speaking of climate, I have one group of islands that spends about two weeks at about Quebec latitude (but in the Southern hemisphere), two weeks near the equator, and a week transitioning between the two. Add in seasons, and we have climatologist's nightmare.

I'm guessing that there won't be much on those islands aside from patchy grass and hardy shrubs. Remarkably, that's the only one that has severe weather changes like that. Most remain largely in one climate zone, only occasionally dipping into the edges of another.
Endquote
Sounds like a perfect reindeer climate.

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I'm thinking of making a new class for the setting, too (aside from a few all but necessary prestige classes like airship captain). Just an idea I'm kicking around, but something like an arcane druid with an elemental companion instead of an animal. And other changes, of course. It might just be a subclass like the ninja or antipaladin or it might be entirely its own class. It depends on how different I can make it.


Druids can already get an Elemental Companion IIRC...

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Not as far as I'm aware. But even so, the shaman (my current idea for the class name) would be required to have an elemental companion rather than the option (aside potential archetypes removing it). Additionally, the class will cast arcane spells instead of divine. I'm still undecided on whether I'll be modelling the spellcasting off of the sorcerer, witch, or perhaps even druid itself, somehow.

Naturally, customization will be based off of element, tied to the elemental familiar. I plan to support not just the four standard ones, but also the ice, lightning, magma, and mud elementals from Bestiary 2. It will get something comparable to a wizard school or cleric domain from this, probably an appropriate energy resistance, and at least one or two other effects.


Nice. Though it seems more Sorcerer rather than Druid...


Sounds like a summoner with elemental substituting for an eidolon.


Call it a witch doctor, because that's what it sounds like.

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Understanding that this is very early in development, here's a little of what I've got so far:

THE SHAMAN
Alignment: Any (or any neutral, as druid - undecided)
Hit Die: d8 (may knock it down to d6)

Class Skills: Craft (Int), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Survival (Wis)
Skill Points per Level: 4 + Int modifier

Base Attack Bonus: Average
Good Saves: Will

Spells are based on Charisma, and mechanics are ripped wholesale from druid (including spells per day) with the exception that they are arcane instead of divine. Spell list will also change.
Elemental companion will give access to a list of 9 spells (one of each level) that may be cast spontaneously (as a druid's nature's ally or cleric's cure spells).
One of the things I am uncertain about is having an arcane caster with 9 levels of spellcasting that can cast any spell on its list as a divine caster can. I am intending to counter this with a restricted spell list, of course, but that will need to be done before one can really be sure of the balance.

At 4th level, the shaman gains endure elements as a constant spell-like ability. At 8th level, she gains energy resistance 5 to one energy type as determined by her elemental companion (electricity for air and lighting, acid for earth and mud, etc.). This increases to 10 at 12th level, and 20 at 16th level. At 20th level, the shaman gain immunity to that energy type.

The elemental companion functions as a druid's animal companion, although the specifics are still being fleshed out. It will start at small, grow to Medium at 4th level, and possibly Large at 7th, but I'm hesitant.
The choice in elemental companion will grant two class skills, an automatic bonus language, bonus spells (as mentioned above), and forbids the shaman from casting spells of opposed descriptors. I took a look at all the spells of each descriptor and each banned spell list is roughly equal - at least when it comes to all spells. I'll need to make sure it remains roughly equal when writing up the class spell list.

ELEMENTAL COMPANIONS
Air Elemental
Class Skills: Acrobatics (Dex), Fly (Dex)
Bonus Language: Auran
Bonus Spells: 1st – windy escape, 2nd – levitate, 3rd – gaseous form, 4th – air walk, 5th – overland flight, 6th – wind walk, 7th – scouring winds, 8th – whirlwind, 9th – mass suffocation
Forbidden Descriptors: Acid, Earth

Earth Elemental
Class Skills: Appraise (Int), Climb (Str)
Bonus Language: Terran
Forbidden Descriptors: Air, Electricity

Fire Elemental
Class Skills: Acrobatics (Dex), Intimidate (Cha)
Bonus Language: Ignan
Forbidden Descriptors: Cold, Water

Ice Elemental
Class Skills: Climb (Str), Escape Artist (Dex)
Bonus Language: Aquan
Forbidden Descriptors: Fire

Lightning Elemental
Class Skills: Fly (Dex), Intimidate (Cha)
Bonus Language: Auran
Forbidden Descriptors: Acid, Earth

Magma Elemental
Class Skills: Climb (Str), Intimidate (Cha)
Bonus Language: Ignan
Forbidden Descriptors: Cold, Water

Mud Elemental
Class Skills: Escape Artist (Dex), Swim (Str)
Bonus Language: Terran
Forbidden Descriptors: Air, Electricity

Water Elemental
Class Skills: Heal (Wis), Swim (Str)
Bonus Language: Aquan
Forbidden Descriptors: Fire

Comments and suggestions are welcome. Again, remember that this is very much in the early stages.


Seems pretty nice at first glance...

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Okay, here are the completed elemental companion spell lists. I've been considering creating a few new spells for the setting that I might switch a few out for, but for now I'll be sticking to Paizo ones.
Most spells that appear on one of these lists do no appear on the class list unless the spell is normally at a different level (and not even always then). As for the class list, all I can say is that spells like elemental touch and elemental body will be on it. I'll also be sure to get a number of other spells with elemental and energy descriptors on there, along with several utility spells like fly, but I have given certain elements distinct utility advantages that I will make sure not to overshadow.

Air Elemental
Bonus Spells: 1st – windy escape, 2nd – levitate, 3rd – gaseous form, 4th – air walk, 5th – overland flight, 6th – wind walk, 7th – scouring winds, 8th – whirlwind, 9th – mass suffocation

Earth Elemental
Bonus Spells: 1st – stone fist, 2nd – stone call, 3rd – meld into stone, 4th – earth glide, 5th – passwall, 6th – stoneskin, 7th – statue, 8th – earthquake, 9th – clashing rocks

Fire Elemental
Bonus Spells: 1st – touch of combustion, 2nd – scorching ray, 3rd – fireball, 4th – firefall, 5th – fire snake, 6th – contagious flame, 7th – firebrand, 8th – incendiary cloud, 9th – fiery body

Ice Elemental
Bonus Spells: 1st – icicle dagger, 2nd – frost fall, 3rd – ice spears, 4th – wall of ice, 5th – icy prison, 6th – cold ice strike, 7th – ice body, 8th – polar ray, 9th – mass icy prison

Lightning Elemental
Bonus Spells: 1st – shocking grasp, 2nd – defensive shock, 3rd – call lightning, 4th – ball lightning, 5th – call lightning storm, 6th – chain lightning, 7th – control weather, 8th – stormbolts, 9th – ride the lightning

Magma Elemental
Bonus Spells: 1st – sun metal, 2nd – heat metal, 3rd – firestream, 4th – obsidian flow, 5th – volcanic storm, 6th – flame strike, 7th – fire storm, 8th – wall of lava, 9th – meteor swarm

Mud Elemental
Bonus Spells: 1st – corrosive touch, 2nd – acid arrow, 3rd – shifting sands, 4th – acid pit, 5th – transmute rock to mud, 6th – tar pool, 7th – caustic eruption, 8th – horrid wilting, 9th – earthquake

Water Elemental
Bonus Spells: 1st – touch of the sea, 2nd – slipstream, 3rd – water breathing, 4th – communal water walk, 5th – geyser, 6th – fluid form, 7th – vortex, 8th – seamantle, 9th – tsunami


Sky Chariots: Based on the colossal chariots the ancestors of humans and giants arrived in, these vehicles are hitched up to air elementals, Pegasuses, young dragons, or other flying creatures.


Hmm... So Sky Chariots are the Precursors to the Airships and are powered by Air Elementals?


Azaelas Fayth wrote:
Hmm... So Sky Chariots are the Precursors to the Airships and are powered by Air Elementals?

Yep. There are still some around, and new ones are made for rich people.


Maybe make it to where they are more efficient and larger, more agile and etc. Something a nation might have for its Flagship.

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Not what I had in mind. The first airships were developed only fairly recently (within an elf's lifetime or two) by vanara. At least, I'm planning on vanara. I'm still not entirely sure why or how to have this be the case.
Geniekin and humans have since joined as major airship crafting races, and elves and dwarves have also thrown their hats into the ring. Halflings are mostly content to commission or rent ships from the other races and gnomes are working (with limited to no success so far) on making smaller flying contraptions rather than the usual air galleons and carracks.
Attempts have been made at constructing larger "flying fortresses", but so far there are no known successes.

As for the previous genie civilizations, their magic made such things unnecessary. I'm even considering having had the world be (at least mostly) one piece while they ruled (but still floating in air), and that the ground broke up as part of their fall.


They were based on "Chariots of the Gods". Anybody finds a crashed mothership will will have their doomship. Have it hidden inside a big pyramid.

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That really doesn't fit with the setting. I actually had to force myself to acknowledge that this setting shouldn't be a kitchen sink like Eberron and Golarion, and now that I have, I'm sticking with it. Extraterrestrials have no place, and I'm not even sure about how I'll be working in other planes, yet, other than that the elemental Inner Planes are being merged with the Material.

I like Lovecraftian stories as much as the next guy, but I'd like to keep this setting more focused on... itself. Even the ancient genie civilization was an accident born out of necessity. Golarion did well with Numeria, but Ora/Shattered Skies has no use for sci-fi and even steampunk is going to be kept on a pretty short leash (even though that in particular is perhaps my favourite genre).


Hmm... My setting uses Moggs. Which are kind of an Amalgam of FF XII's Moogles and Gaurivan Moggaryn legends.

They are small Mouse-like Fey who work as inventors and build things to try and better peoples lives.


Use whatever history and explanation you want for sky chariots. They are basically weightless chariots that can be pulled by anything that flies.

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Update: I've made a simple template - the sky-swimming creature. A quick way to get sky whales, flying sharks, and other such beasties into the bestiary, since they will essentially still be mechanically identical, but in the air rather than water.

Rebuild Rules:
The sky-swimming creature template may be applied to any creature with a natural swim speed, and no natural fly speed. If the base creature has either the aquatic subtype or Swim as a racial class skill, these are lost. They gain a fly speed equal to their swim speed, and gain Fly as a class skill. The creature's manoeuvrability depends on its size, and increases by one step if its Dexterity score is 13 or greater, or decreases by one step if its Dexterity score is 7 or lower.

Gargantuan or Colossal Clumsy
Large or Huge Poor
Medium Average
Small or Tiny Good
Diminutive or Fine Perfect

You may notice that I didn't say that the creature's swim speed is lost. Even though Swim is no longer a class skill, it just didn't seem right to remove the swim speed. Perhaps I'll halve it, though.
Another idea I'm kicking around is instead of replacing Swim with Fly in their class skill list, perhaps allow them to use Swim as Fly... Thoughts?

I'm also starting the think about the cosmology a bit. Of course, I've decided that the Inner Planes (at least the four elemental ones) are the Material Plane, so that alone shakes up the usual scene quite a bit, and I don't feel like the Great Wheel thing really fits any more.
I've kind of been thinking of a moons or something like Eberron has, but... Eberron already has that. I feel there's already enough passing similarities and I'd like to avoid adding more if I can help it.
On the other hand, most non-elemental outsiders (particularly angels, demons, devils, etc.) just don't seem to fit into this setting very well. Still, it just doesn't feel right to have a D&D/Pathfinder setting with just... nothing (in terms of planes).


If it's a planet in between Earth, air, fire, and water, angels and devils will have a harder time getting there. Ebberon had actual moons. If the sun and planets are actual holes to elemental sources ripped in space, well that's new.

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Reading back over the planes overview, you're right. Eberron's moons and planes are separate. But not holes. For years, I always treated the planes and moons as the same thing, explaining that an infinite surface could be mapped to a finite sphere in a manner similar to (a very simplified and stripped down version of) the way that some (in fact, most) particles in quantum mechanics have a 'spin' of 1/2.
A particle with spin 0 looks the same no matter what direction it is looked at. A particle with spin 1 looks the same after half a revolution (180 degrees), and a particle with spin 2 only appears the same after a complete (360 degree) revolution. A particle with spin 1/2 has to complete two full revolutions (720 degrees) before it looks the same as it did.

Of course, (massacring and) applying this principle to moon-planes is fairly obvious: if you orbited around moon-Shavarath (ignoring its own possible rotation), when you returned to your original position, you would be over a different part of the plane, even though you have returned to the exact same position in space. And if you made a second orbit, you'd be over yet another part of the plane. Basically, the moon-planes would have a spin that is a much smaller fraction than 1/2. Perhaps even 1/0. ;) (Actually, it would probably just be 1/∞)

...Yeah, I really like physics. This is what happens when you get the Eberron Campaign Guide and A Brief History of Time on the same Christmas morning...


Theoretics! Now they are saying there is an 11th dimension. They postulate a new one every time their experiments fail.
You could claim every star in the sky is a wormhole to an alternate timeline. The possible alternate timelines are about the same number.


Something I think would be interesting is if there were groups of sky pirates who, instead of using airships, rode trained skywhales and skysharks to do all of their raiding. I also think that dragons would be rather interesting villains. Especially Blue Dragons, I think; their lightning breath would be a powerful weapon in the open sky, with no way to take cover from it.

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Me again! This time, I've got a list of deities. I've got a rough draft for all of the mechanics, and a basic idea for most of their fluff. Don't read much into the fact that Dunrin is the only one of the non-Four Wind gods that's got a full write-up. I just couldn't think of anything for Doritian, and got too sleepy after I finished him.

Main Deities:
ALRERIN
Alignment: Lawful Good
Domains: Air (Cloud, Wind), Good (Archon, Redemption), Law (Archon), Luck (Fate), Protection (Purity), Sun (Light, Revelation), Travel (Trade)
Favoured Weapon: greataxe
Alrerin is the leader of the gods, and the Four Winds in particular. He commands the east wind, and as such is the patron of trade and fair weather. Although largely symbolic and metaphorical, Alrerin is also connected to prophecy, and is often prayed to when looking for good fortune in the long term. Alrerin is usually represented by a large, white moose, often with a pair of great wings. His symbol is one or a pair of moose antlers, sometimes etched with a feather- or wing-like pattern.

CHELIEL
Alignment: Neutral Good
Domains: Air (Wind), Good (Agathion, Friendship), Healing (Restoration), Plant (Growth), Weather (Seasons)
Favoured Weapon: dagger
Cheliel, goddess of the warm, moist winds that carry rain from the equator, holds dominion over the seasons, agriculture, and weather in general. Though normally a mild and gentle deity, when angered, Cheliel will bombard lands with hot, dry winds or hurricane-like monsoons. Cheliel takes the form of a deer or fawn.

NADDAJA
Alignment: Chaotic Neutral
Domains: Air (Wind), Chaos (Revelry), Destruction (Catastrophe), Weather (Storms)
Favoured Weapon: sickle
As the goddess of the west wind, Naddaja represents storms, conflict, and contrariness. Naddaja is typically viewed as spiteful rather than truly evil. She delights in causing trouble, but is usually kept in line by Alrerin. She is usually depicted as a sleek, black panther, but in cultures where large cats are rare she is often envisioned as a long weasel. In either version, she has three pairs of legs with long, sharp claws. Her symbol is a three-toed paw print with long, curved claws.

YISHNAI
Alignment: Neutral
Domains: Air (Wind), Darkness (Loss), Death, Water (Ice)
Favoured Weapon: mace
Yishnai is the uncaring god of the cold winds that blow from the poles. Due to the massive, near permanent downdraughts at the poles, Yishnai is also associated with loss, death, and hopeless causes. Because of this last part, legends say that on very rare occasions, the normally indifferent Yishnai may be moved by a desperate prayer to alter a tragic fate. He is depicted as a giant red bear, usually sleeping. His symbol is an open bear's mouth.

Other Major Deities:
DORITIAN
Alignment: Lawful Good
Domains: Glory (Honour), Good (Archon), Law (Judgement), Nobility (Leadership), Protection (Defence)
Favoured Weapon: longsword
God of valor and justice.

DUNRIN
Alignment: Lawful Neutral
Domains: Artifice (Toil), Earth (Metal), Fire (Ash, Smoke), Law (Loyalty), Protection (Defence)
Favoured Weapon: warhammer
Dunrin is one of the few widely worshipped deities tied to a specific race – in this case, dwarves, which is particularly odd due to their insularity. Nevertheless, as the god of metal and smiths, his craftsmanship is as well-known as his wards. Among dwarves, he is pictured as a large, burly dwarf with iron skin, copper filigree for a beard and hair, and eyes of molten gold. Outside of dwarves and those who regularly interact with them, he is typically seen as a muscular humanoid covered in soot, with a thick red beard, although plenty of non-dwarves picture him anywhere in between the two images. His symbol is the anvil.

GEIM
Alignment: Neutral
Domains: Community (Cooperation), Earth (Caves), Protection (Defence), Repose (Ancestors)
Favoured Weapon: heavy pick
God of mountains, burial, and wealth.

GHELUC
Alignment: Chaotic Neutral
Domains: Chaos (Protean, Whimsy), Liberation (Freedom, Revolution), Luck (Curse), Trickery (Deception, Thievery)
Favoured Weapon: rapier
God of gambling and luck. Can be worshipped by Neutral Good and Neutral Evil clerics as though he were Chaotic Good or Chaotic Evil, respectively.

HAGENTI
Alignment: Chaotic Evil
Domains: Chaos (Demon, Entropy), Destruction (Rage), Evil (Demon), Madness (Insanity), Strength (Ferocity), War (Blood)
Favoured Weapon: greatclub
God of war, conflict and destruction.

HAKUB
Alignment: Chaotic Good
Domains: Chaos (Azata, Revelry), Glory (Heroism), Strength (Resolve), War (Blood)
Favoured Weapon: battleaxe
God and battle, strength and bravery.

IAOME
Alignment: Neutral Good
Domains: Fire (Ash), Good (Redemption), Healing (Resurrection), Scalykind (Dragon, Saurian), Sun (Day, Light, Revelation)
Favoured Weapon: flail
Goddess of the sun.

JEMARAH
Alignment: Chaotic Neutral
Domains: Darkness (Moon, Night), Knowledge (Memory), Magic (Divine), Void (Stars), Water (Oceans)
Favoured Weapon: kukri
Goddess of the night. Also worshipped (mostly just by undines) as a sea goddess. There just aren't a lot of large bodies of water in this setting for that to really be a wide-spread thing.

KIZAL
Alignment: Chaotic Evil
Domains: Death (Murder), Evil (Demon, Fear), Plant (Decay), Scalykind (Dragon, Saurian)
Favoured Weapon: punching dagger
God of snakes, poison, and disease.

MEYONA
Alignment: Neutral
Domains: Animal (Feather), Liberation (Freedom), Protection (Purity), Travel (Exploration, Trade)
Favoured Weapon: spear
Goddess of travel, freedom, and birds.

MORIONEL
Alignment: Lawful Neutral
Domains: Artifice (Construct), Law (Inevitable, Loyalty), Nobility (Leadership, Martyr), War (Tactics)
Favoured Weapon: bastard sword
God of strategy and invention.

NABEROS
Alignment: Lawful Evil
Domains: Death (Murder, Undead), Evil (Devil, Fear), Law (Devil, Judgement, Tyranny), Magic (Arcane), Repose (Souls), Rune (Wards)
Favoured Weapon: glaive
Judge of the dead.

RIDAG
Alignment: Neutral Evil
Domains: Death (Murder, Undead), Destruction (Catastrophe), Evil (Daemon, Fear), Fire (Ash, Smoke), Madness (Insanity, Nightmare)
Favoured Weapon: falchion
Deity of death and fire. Uncomfortably similar to Rovagug in my opinion, but oh well.

SAMONEM
Alignment: Neutral
Domains: Animal (Fur), Healing (Restoration), Plant (Growth), Travel (Exploration)
Favoured Weapon: shortspear
God of the wilderness and medicine.

SEDIS
Alignment: Neutral
Domains: Animal (Fur, Feather), Community (Family, Home), Protection (Defence)
Favoured Weapon: longbow
Goddess of hunting and civilization.

SIBORYL
Alignment: Chaotic Neutral
Domains: Chaos (Protean, Whimsy), Charm (Love, Lust), Luck (Fate)
Favoured Weapon: whip
Goddess of beauty, art, and love. Twin sister of Gehluc. Can be worshipped by Neutral Good and Neutral Evil clerics as though she were Chaotic Good or Chaotic Evil, respectively.

UMRIL
Alignment: Lawful Neutral
Domains: Knowledge (Memory, Thought), Law (Inevitable), Magic (Arcane, Divine), Rune (Language, Wards)
Favoured Weapon: quarterstaff
God (possibly genderless deity) of magic, writing, and law.

Of course, little of this is set in stone, yet. I'm also not sure I've got a fully balanced domain/subdomain-alignment spread, so I'll probably be working on tweaking that. I know I'm short on Good and especially Evil deities. More than most, it seems, my pantheons tend to be a bit druidic in alignment... This is actually *after* having moved some LN/NG/N/NE/CN deities towards the corners a bit.
Gehluc and Siboryl kind of help me fudge that a bit, but that's more of a happy accident. I just thought it would be fun to have a single deity that kind of played both sides of the same coin - namely Siboryl with Love and Lust. Then I decided to make her Gehluc's twin, making him both the charming rogue (representing good luck and merriment) and unscrupulous scoundrel (representing foul luck and underhanded dealings).


Finally a Deity that has Bastard Sword as their Favored Weapon!

Sovereign Court

Yeah, I had already given the longsword to Doritian and when I got to Morionel I knew he had to have a sword, too. I liked how the standard Pathfinder deities don't repeat favoured weapons, so I wanted to keep that and when I remembered the bastard sword I knew that had to be his. ...Though I suppose the question becomes, does that give a cleric Martial Weapon Prof. or Exotic?

Honestly, I'd prefer it just be MWP, with those clerics who go the extra mile and take EWP being examplars.


Pathfinder Adventure, Starfinder Adventure Path Subscriber

Hollow World which was made by TSR back in the 90's had some floating islands in the sky...

dotted (after adding my 2 cp)


Actually it gives EWP. Same with Whips.

Sovereign Court

Yeah, I got that answered in another thread. ...Which directed me to the FAQ. ^^' I had been browsing it just a few minutes before, and yet I completely forgot it was there.

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