[Drop Dead Studios] Skybourne!


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Ok had a bit of time to digest the Player's Guide to Skybourne

I am really going to enjoying running this setting. It is very open and very easy to customize.

19 Races 9 of which are new

A few samples; Alraun - which are body stealing plant people, The Created who start with a Head, 2 Arms and a Torso, and then you get to add bits to them. Like an extra arm, extra head, few extra eyes, etc...

Traditional races are still there but a little different. Halflings are closely tied to Dragons. Before the Forest they were servants and allies to the Dragons and those bonds are still strong.

Gnomes on the other hand....Gnomes went feral...and cannibal

Magic wise they did a nice job blending both Spheres of Power and traditional magic.

There are essentially 3 types of Magic
Common Magic = Spheres of Power
Rituals = Usuable by anyone who can use magic. All the Pathfinder spells can be done as Rituals and Rituals take time and money (1st level ritual like Mage armor would be 5 minutes to cast and cost 5 gp in materials). Raise Dead is like 2 hours and 100gp
Spells - Lastly we have spells IE: Normal Pathfinder magic system. Setting wise a 'spellcaster' undergoes special training that allows him to use some Rituals each day quickly and cheaply but in exchange he loses the ability to wield Spheres. These Fast cast rituals are called Spells. They still have the ability to use Rituals, so that gives regular spellcasters a little extra flexibility. You prepare the spells you want to let loose in a hurry and you bring Ritual mats for the spells you might need and have time to take casting.

Planar Magic doesn't work. Summoning spells are fine but anything that involves the caster shifting from one plane to another fails. The Gate spell does still work but only as a Ritual.

I like this set up, and with Gate serving as an example it's easy for a DM to declare other spells as 'Ritual Only'

Lastly there is the Ships. again I like how this was put together, and significantly expanded on with the Ships of Skybourne book. There is some repeat content between the two books but it's relevant so it's fine. Player's Guide gives the basics and the Ships book repeats those basics and then expands on it all.

Designing your own ship is nice and simple.

Ship combat rules look pretty good on paper but I haven't gotten a chance to try them in game as yet.

Overall very good looking setting that I am eager to run sometime

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