(1) Atalantia - Scourge of Magic

Game Master mdt

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OK,
So, I'm guaging interest in a way to flesh out part of my homebrew world. I have a section of my world where psionics originate from, and I want to flesh it out. To do so, I think I'd like to run a game set on that location, to flesh out the world and culture.

This would be 2-3 posts a week, I can't commit to every day. Rules would include the base Paizo rules, and the Dreamscarred Press Psionics rules. Firearms, if included, would be house ruled version, which I can get to people via PM.

The entire region is a wild-magic zone, and magic is very dangerous, so magic would be something to be avoided, not courted.

Character's would start out at 1st level, and work their way up, perhaps eventually earning a ship to travel, or land.

If there's enough interest, I'll run 4 to 6 people. I'll make a decision by November 1st.

I'll give enough information in a second post to at least let people know what the area is like, and decide if they want to play or not. As well as enough information to submit a character concept (name, class, background, specific builds will be built after the 1st if I have enough interest). I'm more interested in the character than the build. :)


I've never used Psionics, but upon perusal, it looks like I could use the Dread class to become Scarecrow! If that's the case, count be interested. :-)


Interested as well, and I have a friend here on the boards who might be want to come play too.


Atalantia - Scourge of Magic

Atlantia was once the home of the Great Arcanium. Masters of magics great and small. A massive island powered by magic, and ruled over by the Arcanium Lords, those whose magic rivaled the gods. Most, if not all magical artifacts date from the Arcanium's experiments.

But their hubris was their downfall, they raised up the power of magic beyond what they could control, and one fateful night they tore open the fabric of reality itself.

The resulting magical explosion lifted the island continent far into the sky, blown out of the ocean in a mighty upheaval that decimated the rest of the world when the tidal waves it caused scoured the other continents. The islands themselves were forever altered, seeded with a wild and uncontrolled magic that would never be controlled again.

All memory of the Great Arcanium was lost in the catastrophy. Today, only the inhabitants of Atalantia know how their islands came to float in the sky (at least among mortals). Any history of them was wiped out in the great tidal waves 10,000 years ago.

The wild magic killed most of the Arcanium off, but where there is life, there is hope, and a few stubborn original survivors managed to band together. They built a new civilization from the ruins, a new type of technology, and a new way of looking at the world. They shun magic (given it is so dangerous in their land, there's little surprise they shun it). They have developed, instead, the powers of the mind. Psionics, to do what was once done with magic. They have developed steam power, black powder, firearms, and great majestic skyships powered by elementals.

Geography:

Atalantius - The largest of the land masses still remaining, the 'big island' as the inhabitants call it measures a little over 500 miles across and is roughly heart shaped. It contains a large mountain range in the center, and two large salt-water lakes (the larger about 50 miles in radius, and the smaller one about 50 miles long and 25 miles wide). Forests and planes dot it's landscape where it's not mountainous. The largest city, Atalanta, is situated in the northeast corner of the mountains (note that northeast is relative to the island, since it rotates with the winds).

Antalus - The third largest of the land masses still remaining, the 'fruit island' is so called because it is a perfect place to grow food, both fruits and herd animals. The island is 300 miles long, and about 100 miles wide at it's widest. It is very flat, and contains an inland freshwater sea that takes up half it's space. Fish, fruit, grains, and herd animals are all grown here.

Anrive - The smallest of the land masses still remaining, the 'Jungle Island' is so called because it's core is heated by wild magic, and the trees that live here are constantly shrouded in a foggy mist that covers the island due to the high temperature. A 50 mile radius fresh water lake sits at the center of the island, surrounded by extremely thick jungle growth.

Ash - The second largest of the land masses still remaining is covered in blasted burned sands and melted rocks. Wild magic storms rage across it surface randomly, rendering it nearly uninhabitable. Any magic artifacts found, or smuggled into the islands, are dumped on this dumping ground so that when they detonate, they will do no harm.

Races : Mutated by the wild magic, only those with superior surviability could survive, and that usually meant wings. Mutations involving wings and psionics were the most beneficial, and modern inhabitants have these modifications.

Races:
Halvavians - Descended from Halflings, these small brightly winged inhabitants zoom about the islands, forever energetic and getting into as much mischief as possible. Most halvavians have either brightly colored bird wings, or more delicate but no less bright butterfly wings. Halvavians usually hail from Antalus.

Humavians - Descended from humans, these highly adaptable folk are the largest population on the islands. They are highly varied in attitudes and ethics, but they all inherit some of the adaptability their ancestors were known for. Humavians have wings that runt he entire gammut, but clans tend to have the same type. Typical wings are avian wings, bat wings, draconic wings, or insectile wings. Humavians are like cockroaches, anywhere you go in Atalantia, there they are.

Elfavians - Descended from elves, these highly charismatic and long lived inhabitants tend to flock toward the more interpersonal jobs, or jobs which require a great deal of patience to complete. Elfavians tend toward gossamer insectile wings or avian feathered wings. Elfavians tend to come from the 'big island'.

Strix - Descended from tieflings, harpies, and various other worldly creatures that found their way to the island (often to avoid capture or pursuit), the Strix have evolved and thrived in the no magic zone. Strix are among the fastest fliers (although the halfavians have better control), and tend to fall into the more martial jobs. Strix primarily live on Anrive.

Half-Elves - These pitiful creatures are looked down on by all those around them. Mostly due to pity, although a clan with a half-elf in it is publicly shamed by their mere existence. When a halfavian and elfavian breed, the breeding isn't true, and the strange quirk of genetics that allows them to breed prevents the hybrid from developing wings. This leaves them singularly disabled as everything is built as if one can fly. Doors are seldom at street level, they are instead at the top of the house, requiring half-elves to climb up ladders to knock on the front door, if a ladder is even provided. Half-Elves tend to come from the 'big island'.

Classes:

Allowed Classes : Barbarian, Fighter, Monk, Ranger (non-spellcasting archetypes, including spell-less from Kobold Press), Rogue, Gunslinger, Alchemist (supernatural abilities using psionics, not magic), Cavalier.

This should be enough to make a decision on whether you'd like to play. Specifics about the races and such will be given out if there's enough interest (which to me is 10 or more people saying yes they want to play).


LOL, ok, I guess that's 2 interested.


OOOOOOHHHHHHHHHH yeah i am in.

i will likely try to play a Cryptic or a Tactician (leaning towards Cryptic so if someone else wants to play a Tactician, that would make my decision easier), i havent played those classes yet and they look interesting.

EDIT: yeah, i decided on Cryptic.


Monkeygod wrote:
Interested as well, and I have a friend here on the boards who might be want to come play too.

MG...you have a friend?... I thought you were way to Awesome for friends.

I just might be interested as well will have to look over the psionic rules unless it is much like 3.5


Edward Sobel wrote:
Monkeygod wrote:
Interested as well, and I have a friend here on the boards who might be want to come play too.

MG...you have a friend?... I thought you were way to Awesome for friends.

I just might be interested as well will have to look over the psionic rules unless it is much like 3.5

As much like 3.5 as Pathfinder is like 3.5.

That is to say, you'll find about 85% of it the same, and the other 15% will throw you for loops until you figure the differences out.


they did a good job of getting rid of the silly loopholes while making it cooler as a whole, in my opinion.


Tenro wrote:
they did a good job of getting rid of the silly loopholes while making it cooler as a whole, in my opinion.

Which means that the 15% they changed will throw you for a major loop. :) Since you're used to using some of those loopholes (we all did).


I would be exceedingly interested, I've been getting into psionics recently.


Unfortunately, I never got to use the loopholes, we had one player at my IRL game who played a Dromite Kineticist with those feats that let you burn your ability scores to increase manifester level. the DM outlawed psionics shortly thereafter. the best i could get away with was playing psionic races with psi-like abilities (still fun, granted, playing a thri-kreen ranger or barbarian).

my current IRL group (totally different people) recently started a 3.5 game with psionics allowed. i was going to make a psionic character, but i was dismayed to see how uncool the classes are compared to Dreamscarred Press's psionics classes (especially soulknife, YIKES).
=========================

As for my character concept in THIS game, I am thinking of a Strix from Anrive. Going to be a Cryptic, and I am looking at the feasibility of fighting with my fists or gauntlets/punching daggers/etc (unless Strix have natural claws) while wearing light armor. Sort of a mystical brawler concept (like monk, but less meditation and more of this)


I love psionics, both in system and in flavor. I would love to join!
I couldn't help but noticing that the psionic classes were absent from your list of allowed classes?


Sorry TQBBNBB, thought it would be obvious. :) But all the psionic classes are fine, it's the core and expanded classes that are limited (mostly due to that no magic thing).


Strix don't have claws. Those you can at least preview. Look on the PRD for Strix. In my homebrew, they are descended from tieflings and harpies who survived in the jungles. But they follow the Paizo rules (just a bit refluffed). Less about hating humans and more about hating land-dwellers.


Interested.


Hmmm, so 7 interested so far. More than I expected honestly, given the lack of details. :)

Just to be up front. Remember, this is mostly to help me flesh out that portion of my world, so things may get hairy on my part (as in, I may not be able to answer things up front about that part of the world for character development, and those answers I do give may evolve during game play).


I have to say, i'm intrigued as well. And I do like to be involved in creative processes.


Interested, so dotting.

Questions:
- what happens if ancient magic items (rings, weapons, armor, belts, headbands, etc) are found in the course of adventuring? Are they classified as ultra-rare, or prone to the wild magic changing them?
- the majority of your races fly. There are no purebred races without wings, so do all races (except half-elves) start with Fly being a class skill? Does this make Jump unnecessary, or Climb?
- how are you on encumbrance, and how it would affect a character's Fly ability? I'm wondering if this is more The Dark Crystal movie where the female had wings that acted more like a parachute, or Orson Scott Card's books about the winged people on future primitive Earth. I can see where aged people with withered wings purchase Belts of Fly to avoid becoming invalids on the ground in their old age.
- without magic crafting, what about psionic crafting, as per Dreamscarred Press? How readily available are items for purchase, or crafting time? How much downtime can we expect for psionic crystal inscribing, or psionic tattoos, or djores, etc?
- are we dealing with Magic-Psionics Transparency, or Psionics is Different, because of the hot zones?
- are you going to allow Elans in your campaign? Would they have to be change to Elan-with-wings, in order to avoid the half-elf prejudice?


I would totally be up for picked on half elf ranger. After all, he may not be able to fly but with his bow...it's not a good idea for his bullies to fly either. XD


jhpace1 wrote:

Interested, so dotting.

Questions:
- what happens if ancient magic items (rings, weapons, armor, belts, headbands, etc) are found in the course of adventuring? Are they classified as ultra-rare, or prone to the wild magic changing them?

The wild magic causes magic to surge and wane randomly. The way this works in game mechanics is that if a magic item is dormant, it's not too unsafe. It'll just sit there unless it's in a mana storm. However, upon activation (which for some items is just putting it on, like a ring), there's a 5% chance it explodes (roll 1) doing Caster Level d6 damage to everyone within Caster Level x 5 feet, or a 5% chance it just doesn't work at all (roll 20). For items that are always on, that check is once per round. Thus why they don't use magic. They do use psionic equipment, and psionic equipment exists for most things you'd expect. So enhanced armor and weapons using psionics, 'bags of holding' tend to be 'MW backpacks of holding'. Things like that. Part of this is to flesh out what normally magic equipment can be found with a psionic counterpart, and how different is it.

jhpace1 wrote:


- the majority of your races fly. There are no purebred races without wings, so do all races (except half-elves) start with Fly being a class skill? Does this make Jump unnecessary, or Climb?

They follow the normal rules per flight from ARG, so yes, they all get fly as a class skill, along with racial bonuses (those with better than average flight). Jump is kind of unnecessary except when there's insufficient space to spread one's wings. Given it's part of Acrobatics though, the skill is still useful for other things. Even flying things can't fly through heavy foliage, or straight up small shafts, so climb is still useful, just less so than normal.

jhpace1 wrote:


- how are you on encumbrance, and how it would affect a character's Fly ability? I'm wondering if this is more The Dark Crystal movie where the female had wings that acted more like a parachute, or Orson Scott Card's books about the winged people on future primitive Earth. I can see where aged people with withered wings purchase Belts of Fly to avoid becoming invalids on the ground in their old age.

Old age would slow flight, just as it slows base movement. Same with encumbrance, per the rule book. Based on carry capacity.

jhpace1 wrote:


- without magic crafting, what about psionic crafting, as per Dreamscarred Press? How readily available are items for purchase, or crafting time? How much downtime can we expect for psionic crystal inscribing, or psionic tattoos, or djores, etc?

Depends on where you are, but in Atalanta, pretty much everything is available. A small Strix Village in the middle of a jungle, not so much. :) Downtime will probably be there, depending on what is currently going on. You won't be 24/7 engaged.

jhpace1 wrote:


- are we dealing with Magic-Psionics Transparency, or Psionics is Different, because of the hot zones?

Magic/Psionics are different, so anti-magic doesn't shut down psionics, and vice versa. The two things can do different things, or the same thing in different ways. What you can't do is mix and match the two to do the same thing. For example, a +2 Psionic Enhanced blade can't be further enhanced to +3 with magic, or enhanced to +1 magic/+2 psionic. They don't play well together. However, you could enchant something to do one thing with psionics, and another with magic (for example, alternate ends of a quarterstaff, which is a double weapon, could be enchanted using psionics on one end, and magic on the other end).

jhpace1 wrote:


- are you going to allow Elans in your campaign? Would they have to be change to Elan-with-wings, in order to avoid the half-elf prejudice?

No, sorry, just the aforementioned races. I'm trying to keep things a bit simpler while still getting a feel for the world in detail.


Shady_Motives wrote:
I would totally be up for picked on half elf ranger. After all, he may not be able to fly but with his bow...it's not a good idea for his bullies to fly either. XD

Just remember, your allies would be flying, and the civilization assumes flight. So being unable to fly is a major hindrance on your allies as well. Plus a lot of things that are dangerous fauna here can fly as well. And they have bows too, with bonuses from firing down. Or firearms. Or psionics.

BTW: My wife played a cryptic gunslinger in a game and was frightningly effective with a revolver at 10th level.


mdt wrote:


Just remember, your allies would be flying, and the civilization assumes flight. So being unable to fly is a major hindrance on your allies as well. Plus a lot of things that are dangerous fauna here can fly as well. And they have bows too, with bonuses from firing down. Or firearms. Or psionics.

BTW: My wife played a cryptic gunslinger in a game and was frightningly effective with a revolver at 10th level.

To not be such a hindrance to my allies I would play something else then but it begs the question: If half elves are so horribly out of their depth and considered second class citizens, why have you made them a playable race and how are they even still around?

Still interested in the game though. Always wanted to play straight psion, "Use the Force Luke!"


Why are goblins listed in the ARG, or Kobolds. Not everything has to be equal or even desirable. :) As long as there are options that are good, there's no reason one option can't be 'bad'.

As to why they are still around, it mostly has to do with the fact that both elves and humans have trouble keeping it in their pants. :)

EDIT : On a related note, at higher levels, it's not as much of a burden since there are ways to fly at higher levels without wings. It's just sucky at low levels.


I'm very much interested. I do like worldbuilding as a thing even when I'm not writing to build on someone else's so helping flesh otu a world through gameplay jut feels natural.

Thinking about either tactician or psychic warrior.


mdt wrote:


As to why they are still around, it mostly has to do with the fact that both elves and humans have trouble keeping it in their pants. :)

One starts to think of half elves as developing sophisticated navies to travel from island to island. Nomadic water gypsies shunned universally for their inability to fly and the shame they represent to their parent races but more than make up for it with their mastery of the sea...


TarkXT wrote:
mdt wrote:


As to why they are still around, it mostly has to do with the fact that both elves and humans have trouble keeping it in their pants. :)
One starts to think of half elves as developing sophisticated navies to travel from island to island. Nomadic water gypsies shunned universally for their inability to fly and the shame they represent to their parent races but more than make up for it with their mastery of the sea...

Note that the magical blast blasted the islands 2.5 miles straight up, and they never came back down. Think the floating islands in Avatar. So thre's no sea for them to master. :) All the ships built by the Atalanti are skyships (combination of skywood, steam power, and psionics keeping them aloft).


Well, it seems I hit my 'ten or more' interest counter. So I'll post some character creation guidelines.

The way I'll do this is I'll pick the 5 or 6 (still havent' decided) characters based on flavor and background (which I will answer questions to help with). Then I'll let those people know. Anyone that doesn't end up in it will be listed as 'backup' and if someone bows out or stops posting, they'll be allowed in when I can swap them out.

Character creation guidelines coming shortly.


mdt wrote:
TarkXT wrote:
mdt wrote:


As to why they are still around, it mostly has to do with the fact that both elves and humans have trouble keeping it in their pants. :)
One starts to think of half elves as developing sophisticated navies to travel from island to island. Nomadic water gypsies shunned universally for their inability to fly and the shame they represent to their parent races but more than make up for it with their mastery of the sea...
Note that the magical blast blasted the islands 2.5 miles straight up, and they never came back down. Think the floating islands in Avatar. So thre's no sea for them to master. :) All the ships built by the Atalanti are skyships (combination of skywood, steam power, and psionics keeping them aloft).

Same principle, different medium then. :P

People don't suddenly become stupid because they lose their legs. They find ways to cope or overcome. Doesn't make them accepted but it does give them a place in the world other than the bottom of a boot.


Character creation guidelines

Character Sheet:

As well, if you could include hp, Saves, Initiative and Perception in your character's "Classes/Levels" section so it shows up in game, that'd be great. Would help if someone told me how to do this myself, as I'm having trouble figuring it out. :)

Character
Name
Gender Race
Clan Affiliation
Class (level)/Class (level)/...
Alignment Size Type (subtype)
Init +X; Senses

DEFENSE
AC 10, touch 10, flat-footed 10 (+X Dex, +X Dodge, +X Armor)
hp XX (XdX +X)
Fort +x, Ref +x, Will +x
DR none; Immune none; SR none
Weakness

OFFENSE
Speed XX ft., Flight XX ft.
Melee
Ranged none
Special Attacks

STATISTICS
Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Base Atk +0; CMB +x; CMD xx
Traits
Feats
Skills
SQ
Combat Gear

ABILITY AND GEAR DESCRIPTION
Insert all ability and gear descriptions, preferably in spoiler boxes

*Note : Above swiped from Hungry Waters, thanks.

Character Creation Guidelines:

Level : 1
Races : See previous list, details on racial stats coming shortly
Classes : See previous list (including Psionic classes from Dreamscarred Press)
Equipment : Any non-magical or Alchemical equipment you can afford, starting gold average for your class + any you get from traits if applicable. If you end up with enough money to afford something cheap but not mundane, it must be a psionic item. This can come about in two ways. The first way is a standard item out of Dreamscarred Press books that is psionic. The second way is a psionic version of a 'standard' magical item. For a standard magical item vesioned to Psionic, you must provide the item, and the psionic power that would power it. Note that this may affect the manifester level (for example, if you want a psionic item that turns shoes blue, and that item requires prestidigitation, then the item caster level is 1. However, the psionic ability that you think replicates it requires a manifester level of 3, the psionic version would have a ML of 3. This may affect prices, either up or down).
Traits : Everyone starts with 2 free traits, and may take a Drawback for a third. Pretty much any trait that makes sense, and I'm willing to allow refluffing as long as you actually type up the refluffing. Humavians, halvavians, and elfavians can use the race only traits from their forebear races. Adopted trait can only be used to take traits from one of the other races on the islands.

Every character must be from a clan. There are 14 great clans, and hundreds of smaller clans. Each smaller clan is allied with a great clan, although there's a lot of politics and allegiances switch back and forth every few generations. I will get you all more details on the Great Clans later today, if you don't like them, you can make up a smaller clan and then pick which great clan they are allied with.


TarkXT wrote:


Same principle, different medium then. :P

People don't suddenly become stupid because they lose their legs. They find ways to cope or overcome. Doesn't make them accepted but it does give them a place in the world other than the bottom of a boot.

Agreed, although a lot of them depart for the surface. The Atalanti use their great skyships to corner trade between continents. The ocean god is a great chaotic evil psychopath who sinks ships he or his minions find. So air travel is great.

On the other hand, Dragons take it as a personal affront that ephemeral mortals would ply their skies. Metallics mostly grumble and blow flames or lightning if the ships get too close. Chromatics and Neutrals are openly hostile and raid and attack regularly.


Will ability score generation be included with the racial stats you're posting?

Silly question as you might be posting those right now...


Fourteen Great Clans

Strix:

Clan Straillia (NG) : Straillia controls the northern* half of Anrive. They have an on again off again war with Clan Stalmortta, the other Strixian clan. Straillia is known for it's warriors, especially it's archers (Zen Archers, Archery spec Rangers, and Tacticians). Straillia has the best relationships with other good and neutral clans, and also with land based dwellers of any Strix clan, even the smaller allied clans.

Clan Stalmortta (NE) : Stalmortta remember how they were treated by the land dwellers, especially humans. They do not trust even Humavian clans, and have ritualized hunts using captured human land-dwellers at special annual festivals. They are known for their stealth and guile, as well as their absolute ruthlessness in battle. They have many rogues, dreads, cryptics, assassins, and ninja clans within their allies. Stalmortta controls the southern* half of Anrive.

Halvavians:

Clan Mistrada (CG) : Mistrada Halvavians are very friendly and enjoy drinking and eating and regale others with their stories and jokes. Mistradan humor is rarely mean spirited, and generally consists of humorous gibes, often risque jokes, or occasionally morality play jokes intended to point out to a listener a perceived moral failling. Mistrada have butterfly type wings, usually in extremely bright colors and patterns. Mistradans tend to be Rogues and Mistrada controls the eastern third of Antalus.

Clan Celestrada (CN) : Celestrada has a great deal of influence on the Clan Council. Along with Clan McTavish and Clan Mintakia they are the swing votes on the council, which often ends up deadlocked between the evil and good clans. Celestrada are often considered greedy little gits by others, even their allies. They are one of the richest clans, and they know how to spend their money. Like all Halvavians, they have a well developed sense of humor, but also a very well developed sense of when and where to use their power to make more money. They control the central reaches of Antalus. Celestrada generally have feathered wings in various shades.

Clan Sinestrada (CE) : Sinestrada is a dark and dangerous clan. They have a very well developed sense of humor, unfortunately it's entirely graveyard humor. Dangerous practical jokes rule the day, and the punchline is often pure murder. Sinestrada enjoy chaos, and are not shy about increasing it, so long as they can do so without it costing them too much power. They are careful not to generate enough trouble to make them worth more dead than alive, but anything up to that limit is on the table. Sinestrada trade in land-based slaves, and control the western third of Antalus. Sinestrada have no iconic classes, they prefer to spread themselves out to be ready for any mischief that might come their way. They generally have leathery batlike wings or draconic wings.

Humavians:

Clan McIntyre (LG) : McIntyre is an old clan that claims to trace it's ancestry all the way back to the Great Arcanium itself. They value both personal honor and clan honor above all else. They are known as fearsome fighters and ship masters. Their psychic warriors and fighters are reknowned across all Atalantia. The McIntyre clan is the largest clan on Atalantia, and currently is the head of the Clan Council. McIntyre's generally have white, red, gold, or green feathered wings. McIntyre clan controls the northeast portion of the big island.

Clan McTavish (LN) : McTavish is another old, and large, Humavian clan. They are very conservative, but not nearly as morally snooty as the McIntyres. McTavish tend toward the 'slow and steady' method, and are reknowned as the best skyshipwrights in Atalantia. Their warriors tend toward heavy armor, heavy shields, and heavy weapons. Despite the proliferation of firearms, the McTavish maintain their traditional melee arts, and are very effective at repelling boarders, or taking over another ship if need be. McTavish tend to have leathery draconic wings. They control the eastern portions of the big island.

Clan Donough (LE) : Donough our dour folk, usually with dark hair and eyes who seem to live with very little humor in their dreary lives. They are known for toiling away at whatever job they are appointed to at puberty, and then marrying whomever they are appointed to marry by their elders. Donough keep slaves, and work them to the bone before disposing of them. They are among the best gunsmiths and armorsmiths in the islands though, their long hours of toil at the forge giving them a claim to being master craftsmen. Donough do not go out of their way to help anyone, for any reason, unless it's their own clan. The clan is always more important than any individual. Donough tend toward insectile wings such as a dragonfly might have, which tend to fold down against their back (making it easier to keep them safe in hot forges).

Clan Reville (NE) : Reville is, well to put it politely, a scurvy bunch of pirates. They descended from the privateers employed by The Great Arcanium to control the seas. They are the smallest of the Great Clans, but they control disproportionate wealth. They do not pirate skyclans (usually), but rather surface ships or even surface caravans on land. Their pirates eschew armor usually, preferring mobility and firepower. They are the most heavily mixed of firearms and melee weapons of any clan, with almost every member of the clan having a firearm of some sort at hand for emergencies. They tend to have darkly feathered wings, usually black, grey, blood red, or dark purple. They control a few dozen small islands (ranging from a few miles across to a few dozen miles across) that swing around in a loose orbit around the main islands.

Elfavians:

Clan Astradia (NG) : Astradia are renowned for their esoteric studies, and make the most powerful alhemical items and psionic items. As a clan, they prefer healing and are also known to produce the most powerful Vitalists. For those who can't master the ability to heal themselves, the Astradian healing items and healers are a very necessary resource. Astradians control the northwestern portions of the Big Island, and have close ties with Clan Mistrada, taking advantage of their lands to harvest medicinal herbs and seeds. Astradia tend toward butterfly type wings with bright colors.

Clan Minala (CG) : The second smallest clan in the Great Clans, Minala are a clan of etherial and group who value personal freedom over tradition to the clans ideals. They are often powerful wilders or barbarians. Minala does not get along well with most clans, other than Mistrada, due to their temprament. They control a small area of mountains near the smaller inland salt sea on the western central portion of the big island. Their wings tend toward the gossamer four-wing style common with dragonflies.

Clan Mintakia (NN) : Mintakia, the second largest clan on the islands, tries to strike a balance and keep from open war. They are the facilitators of the Council, and count amongst their numbers the best tacticians. They are often judges and intermediaries, deftly balancing the more volotile clans against each other to keep them all equally unbalanced and thus off the edge of war. Most clans resent their meddling, but find them too useful to dispense with. Mintakia tend toward feathered wings with dull gray, light silver, or dirty white feathers. Clan Mintakia controls the southeastern portions of the big island.

Clan Resalia (NE) : Resalia is, to put it bluntly, the clan where whoever is the most dangerous makes the rules. Who's in charge changes so fast most other clans don't bother keeping track. The higher your rank, the more likely someone is to be gunning for you, often quite literally. The Marksmen of Resalia, by their mere mention, can scare other inhabitants of the islands. Only their own infighting has kept the clan from turning on other clans. Every member of the clan goes armed and armored at all times. They do not keep slaves, who knows who paid them to kill you in your sleep? Resalia tends toward leathery bat wings, dusky skin that could almost pass for drow, and dark hair that is often tied back in long intricate ponytails. They control the entire southwestern section of the Big Island.

Note each clan's alignment is the 'major' alignment. Individual's vary. At least 50% of the clan is of the listed alignment, and at least half their ally clans have the same alignment. 90% of the clan is within one step of that alignment. Same with the ally clans.


TarkXT wrote:

Will ability score generation be included with the racial stats you're posting?

Silly question as you might be posting those right now...

Coming up.


Races

Halvavians:

Humanoid (Halvavian)

Size : Small, Halvavians gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.
Speed : 20 feet, fly 50 feet (Good) (6)
Attributes : -2 Str, +2 Dex, +2 Cha (0)
Languages : Halvavian's start with Common and Halfling, Halvavians with high Intelligence scores can choose from the following: Aurun, Elven, and Strix.

Halfling Blood : Halvavian's count as Halfling for any effects related to race.

Perceptive : Halvavians are keen eyed, and have an excellent sense of sight. They gain a +2 racial bonus to Perception.(2)

Fearless : Halvavians are often known to be foolhardy in their disregard for the odds. They gain a +2 racial bonus on all saving throws against fear effects.

Alternate Racial Traits

Aerial Acrobatics : Some Halvavians are so flittery that they don't pay so much attention to their surroundings, they are too lost in their dizzying flights. These Halvavians gain a +2 racial bonus to Fly. This replaces the Perceptive trait.

Cloud Skimmer : Some Halvavians like to tempt their luck in the clouds during thunder storms, riding the lightning bolts. Such Halvavians gain energy resistance 5/Electricity. This replaces the Perceptive Trait.

Scout : Halvavians are often scouts, even when they have other jobs they attend to, and often learn a healthy respect for the odds. These Halvavians treat both Stealth and Perception as a Class Skill. This replaces the Fearless Trait.

Elfavians:

Humanoid (Elfavian)

Size : Medium, Elvavians have no special bonuses or penalties due to size.
Speed : 30 feet, fly 40 feet (Average) (6)
Attributes : +2 Dex, -2 Con, +2 Int (0)
Languages : Elvavian's start with Common and Elvish, Elvavians with high intelligence scores can choose from the following: Auran, Halfling, and Strix.

Elvish Blood : Elvavian's count as Elf for any effects related to race.

Low-Light Vision : Elvavians can see twice as far in dim light as humans. (1)

Elven Immunities : Elvavians are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects. (2)

Perceptive : Elvavians have keen senses, are gain a +2 racial bonus on Perception. (2)

Alternate Racial Traits

Elven Weaponry Training : Some Elvavians train from childhood with their ancestral weapons, focusing on their weapons and not the world around them. Such Elvavians are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Sprint Flier : Some Elvavians train heavily to increase their flight speed and manueverability. These elvavians increase their base flight speed by 10ft (to 50ft), and also improve their maneuverability by one level to Good. This replaces the Elven Immunities Trait.

Humavians:

Humanoid (Humavian)

Size : Medium, Humavians have no special bonuses or penalties due to size.
Speed : 30 feet, fly 40 feet (Average) (6)
Attributes : Humavians gain a +2 to any one stat.
Languages : Humavian's start with Common, Humavians with high intelligence scores can choose from the following: Auran, Elven, Halfling, and Strix.

Human Blood : Humavian's count as Human for any effects related to race.

Human Ingenuity : Some humavians have inherited the voracious learning capacity of their human forebears. Such humavians gain 1 additional bonus skill point at 1st level, and one additional skill point each time they level.

Alternate Racial Traits

Human Curiosity : Some humavians have inherited the natural curiosity of their human forebears. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead. This replaces Human Ingenuity.

Focused Study : Some humavians have inherited their human forebears ability to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces Human Ingenuity.

Human Versatility : Some humavians have inherited their human forebears ability to be extremely flexible in their approach to problem solving. Such Humavians gain a bonus feat at 1st level. This replaces Human Ingenuity.


I do stat generation a bit differently than most. I don't like point buy, as it usually ends up with people making 18/16/12/10/7/7 or 18/18/10/10/7/7 or something like that. Which statistically are 3 sigmas west of strange.

Rolling is more organic, but can end up with one player getting uber stats and another getting "OMGWTFKMN!" stats. So, what I do is roll 3 arrays, and everyone at the table get's to pick from one of those arrays.

Array 1 : 16, 13, 09, 13, 11, 10
Array 2 : 10, 12, 10, 13, 18, 18
Array 3 : 11, 10, 11, 14, 07, 10

And of course, I roll one normal set, one OMGWTFKMN and one 3 sigmas set. :) Oh well. At least it was random and not cookie cutter. :)


Wonder if anyone is doing Clan McIntyre psychic warrior? Would be interesting to RP brothers of that clan, psychic warrior and pure psion.


Few things:

1) You describe Elfavians above as being highly charismatic, but they have no mechanic to back that up. Not saying they need one, just pointing it out, as I thought they would get a +2 Cha, instead of Int, which woulda been cool.

2) Elven Weapon Training doesn't appear to replace anything, though it seems like it should replace Perceptive, based on the description.

3) Can we use any of the other alternate race traits from ARG, provided they replace something your race has normally?


Array 2 : 10, 12, 10, 13, 18, 18

I like those odds...

Edit: Question: Will you allow Call Item from The Mind's Eye, formerly of Wizards of the Coast? I don't own Ultimate Psionics (yet), just Psionics Unleashed and the three Expandeds. So I'm not sure if Ultimate Psionics has included it yet.

Call Item:

Call Item
Psychoportation (Teleportation)
Level: Psion/wilder 1, psychic warrior 1
Display: Material
Manifesting Time: 1 standard action
Range: 0 ft.
Effect: 1 item; see text
Duration: 10 min./level; see text (D)
Saving Throw: None
Power Resistance: No
Power Points: 1

You call a piece of nonmagical equipment worth 10 gp or less "from thin air" into your waiting hand. (Actually, it is a real item hailing from some other random location in space and time.) You don't have to see or know of the item to call it -- in fact, you can't ever call a specific item. You just specify the kind (silk rope, basket, torch, or some other item). This power cannot call weapons, armor, psionic items, masterwork items, living creatures, or valuable treasures (see Table 7-8 in the Player's Handbook for typical items called by this power). The item is made of ordinary materials appropriate for its kind. Using called items as spell components causes the spell to fail. If you relinquish your grip on the item you called for 2 or more consecutive rounds, it automatically returns to wherever it originally came from. Items gained by call item are distinctive due to their astral glimmer.

Augment: If you spend 2 additional power points, you can call an item worth 100 gp or less. If you spend 4 additional power points, you can call an item worth 1,000 gp or less.


Monkeygod wrote:

Few things:

1) You describe Elfavians above as being highly charismatic, but they have no mechanic to back that up. Not saying they need one, just pointing it out, as I thought they would get a +2 Cha, instead of Int, which woulda been cool.

2) Elven Weapon Training doesn't appear to replace anything, though it seems like it should replace Perceptive, based on the description.

3) Can we use any of the other alternate race traits from ARG, provided they replace something your race has normally?

1) Grrr, that should be 'Intelligent' not 'Charismatic'. Sorry, I can't fix the original, or I would, but I'll fix it in my game notes. Originally, they were going to be drow, not elves, but I decided against it because they were higher in race points.

2) Yes, it should replace Perceptive, thanks for the catch. I'll fix my notes on that.

3) Yes, provided it replaces something that the race has already. Human -> Humavian, Elf -> Elfavian, and Halfling -> Halvavian.

Obviously, Strix are right out of the ARG as is. :) Just refluffed as the descendants of Tieflings and Harpies trapped on the island at the time of the explosion.


jhpace1 wrote:

Array 2 : 10, 12, 10, 13, 18, 18

I like those odds...

Yeah, this isn't actually unusual. My dice seem to love my players during character creation, then they like to roll 3-4 crits in a row once the game begins. :)

The Exchange

I am certainly interested in this. Probably going to go with Array 2, though I've no idea what I'd like to play. Currently, I'm thinking a Humavian Vitalist, though I'm not entirely sure what clan yet.

Another idea floating around in my head is a McIntyre Barbarian, using the Psionic Archetype for it in Psionics Augmented, which I can help provide details for you. tl;dr, the Raging Beast is a barbarian that gives up a fair bit of barbarian-ness for some partial manifesting as a psychic warrior, and a few other perks.


Edgar Lamoureux wrote:

I am certainly interested in this. Probably going to go with Array 2, though I've no idea what I'd like to play. Currently, I'm thinking a Humavian Vitalist, though I'm not entirely sure what clan yet.

Another idea floating around in my head is a McIntyre Barbarian, using the Psionic Archetype for it in Psionics Augmented, which I can help provide details for you. tl;dr, the Raging Beast is a barbarian that gives up a fair bit of barbarian-ness for some partial manifesting as a psychic warrior, and a few other perks.

Just note a McIntyre wouldn't be a Barbarian (at least, not a very likely one). But a McIntyre ally clan certainly could be. There's a lot of wilderness and not all the Atalanti have embraced civilization on the long slow slog back to it. :) Any Barbarian McIntyre could look forward to a lot of guff and such from the rest of the clan at the very least.

So, a McDoughal Barbarian would work, or a McDonold, or a McVetter, or whatever. :) At leas the McIntyre's wouldn't give quite as much guff to a barbarian ally as they would one of their own. :)


Array 2 most definitely, I'm thinking a Half-Elf Psychic Warrior with the Martial Kineticist archetype.

He got sick of his winged 'betters' looking down on him so he got good at swatting them out of the air. Going to be taking Expanded Knowledge a few times to round out his power list a little more and turn him into a pseudo-psion.


I like everything so far. I also like the ability generation technique as well, makes everything equal (and I cant complain about array 2).

Clan Stalmortta for me. I'll stat up my character tonight.


Hey Edgar, you know deep down inside your going to play an Ageis when it gets right down to it. Why keep up this charade?

I'm not too positive on my class yet, but I am thinking Elfavian for my race.


Here's my submission: a Dread by the name of "The Crow." Still figuring out the Psionic rules, so wanting to make sure he's built properly before I get his backstory written up. Should be pretty easy to guess his inspiration. :-)

Character:
Name: "The Crow"
Male Halvavian
Clan Affiliation: Resalia
Dread (1)
NE Small Humanoid (Halvavian)
Init +5; Senses

DEFENSE
AC 18, touch 16, flat-footed 13 (+5 Dex, +2 Armor, +1 Size)
hp 10 (1d8 +2)
Fort +1, Ref +7, Will +2 (+2 vs. fear)
DR none; Immune none; SR none
Weakness: none

OFFENSE
Speed 20 ft., Flight 50 ft. (good)
Melee +6
Ranged +6 (longbow, 1d6, x3, 100ft) 20 arrows
Special Attacks: Devastating Touch (1d6+1)

STATISTICS
Str 8, Dex 20, Con 13, Int 12, Wis 10, Cha 20
Base Atk +0; CMB -2; CMD 13
Traits: Dominator, Memorable
Feats: Weapon Finesse
Skills: *Acrobatics +9, *Autohypnosis +4, *Escape Artist +9, *Knowledge(psionics) +5, *Intimidate +10 (+2 to demoralize, lasts 1.5 times as long as usual), *Perception +6, *Stealth +13
SQ: Halfling blood, Perceptive, Fearless
Combat Gear: leather armor, longbow, 20 arrows, 19gp

ABILITY AND GEAR DESCRIPTION
Fearsome Insight: The dread's connection to the fears and the subconscious grows and she gains a greater understanding of the mental faculties which regulate fear. This translates into an insight bonus to Intimidate equal to half her class level (minimum +1).

Devastating Touch: A dread is able to channel psionic energy from fear and nightmares into a touch that causes pain. To use this ability, a dread must make a melee touch attack on a living target. If the attack hits, it deals 1d6 points of damage plus 1 point per class level.

POWERS KNOWN (Manifester Level 1; Power Points 3/3)
Talents
Empathy
My Light

First Level
Mind Thrust (DC 16)


I'm thinking normal Humavian Psion (Shaper). McIntyre clan, for the bird wings. And the Rich Parents trait. But I need to know more:
- politics. Which crafts are the most coveted, and why no dwarves? What kind of merchanting is there? The airships doing the most bang-for-the-buck import/export, or something on the big island instead?
- any wars ongoing? Slavery in some places, not in others?
- is the theme of the game going to be exploration, war, subterfuge, or something else?
- given that 90% of the population can fly, how many people "jump ship" off of the airships and fly away when the going gets tough? Any messenger services using airships like buses to get to the general area, then taking off for a particular city?


Whack-a-Rogue wrote:

Here's my submission: a Dread by the name of "The Crow." Still figuring out the Psionic rules, so wanting to make sure he's built properly before I get his backstory written up. Should be pretty easy to guess his inspiration. :-)

** spoiler omitted **...

Looks good, but I will point out that without any ranks in fly, you're going to be in trouble actually flying. Even with a fly speed, you still need to make fly checks for certain things (manuevering rather than flying straight, hovering, maintaining flight after a hit, flying in wind, etc...). I strongly suggest that people with wings invest at least one point in fly.

EDIT : Ooops, alignment. Sorry, my fault. See note on post 51 below. How about NN?


Array 2 it is then....

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