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No posts. Organized Play character for Gary D Norton.



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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

If you are interested in learning more information, please visit my Warhorn page and register. I will then send you the information needed to build a character.
https://warhorn.net/events/discovering-glorantha

I am launching a new campaign in January 2024. The first session is on January 15th, 2024. We use Roll20 for the VTT and Discord for audio.

This is my second campaign set in Glorantha using customized 2nd Edition Pathfinder rules; the first campaign is completing this month with 20th level characters.

We will be using the Remastered Second Edition Pathfinder Rules (i.e., Pathfinder Player Core, Pathfinder GM Core) along with 2nd edition rulebooks. Hopefully, Archives of Nethys will be updated with the remastered rules soon.

My current plan is to have a total of approximately 20 players spread across 4 sessions with a new scenario every two weeks. Players are allowed to switch from time slot to time slot if that helps them. I'm currently planning on the four following time slots. These aren't necessarily set in stone, but I've found it best to propose several slots and work from there.
Monday at 6 PM Pacific / 9 PM Eastern (first session on January 15, 2024)
Thursday at 5 PM Pacific / 8 PM Eastern (first session on January 18, 2024)
Saturday at Noon Pacific / 3 PM Eastern (first session on January 20, 2024)
Wednesday at 5 PM Pacific / 8 PM Eastern (first session on January 24, 2024)

This campaign is intended to run for around 20 sessions and will take the PCs to 7th or 8th level.

PLAYER INTRODUCTION

This version of Discovering Glorantha is a hybrid version taking the remastered rules of Pathfinder Player Core and combining them with Pathfinder Second Edition Core Rulebook and other Pathfinder rulebooks. The remastered rules of Pathfinder Player Core and Pathfinder GM Core take precedence in conflicts with any other Pathfinder books.

These rules are further modified to exploring the world of Glorantha (created by Greg Stafford). There are several key differences between traditional Fantasy Role-Playing Games (FRPGs) and Discovering Glorantha.

Gods of Glorantha: Worshipping one or more gods is integral to every sentient being on Glorantha. In most FRPGs, worshipping a god is typically no more than a role-playing hook (excepting for clerics and champions). In Discovering Glorantha, selecting a god to worship affects how every character interacts with the world. All PCs need to consider their god’s Edicts and Anathema. Think of the ancient Greek myths and how individuals worshipped gods that supported their role in life.

Everyone uses magic: All characters cast basic magic spells known as Spirit Magic. Additionally, every character casts divine magic known as Rune Magic. The character’s spell selection is strongly influenced by the god that the character worships. If you wish to focus more on spellcasting, you can take a spellcasting archetype starting at 1st level. All characters also have access to Focus Spells, Armor and Weapon Property Runes, and Rune Gifts related to the runes you selected during character creation.

Culture and Religion: A major focus of Gloranthan campaigns is the interaction of cultures and religion. In most FRPGs, a majority of plots involve defeating rampaging monsters or evil villains attempting to conquer or destroy nations. In Glorantha, the opposition largely consists of opposing nations and cultures; the opposition may merely have a different point-of-view.

Alignment: Characters do not have an alignment. This comes from Glorantha but is also consistent with the Remastered Pathfinder rules eliminating alignment. The ever-present threat of Chaos threatens to bring down civilization and no right-thinking person will consort with Chaos.

Darkness: Darkness is dangerous. Most PCs won’t have innate Darkvision; some ancestries (e.g., troll) do have innate Darkvision. The Darkvision spell has limited availability. The Light cantrip is only available to spellcasting archetypes and only if they take Cantrip Expansion. In general, you will need torches when exploring caverns and other underground areas.

Literacy: Most people in Glorantha are unable to read or write. Characters may learn to read and write any languages they speak by taking the Literacy feat. This includes characters that use Formula or Spell Books; the notations used by those characters do not include the learning required to obtain general literacy.

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I'm finding the rules on the origination point of line effects to be ambiguous (essentially non-existent). I'm looking to the hive-mind to see if someone can find some rules that I have overlooked.

Line (CRB Page 457) wrote:
A line shoots forth from you, following a straight path in a direction of your choosing. The line affects each creature whose space it overlaps. Unless a line effect says otherwise, it is 5 feet wide. For example, the lightning bolt spell’s area is a 60-foot line that’s 5 feet wide.

I see that 2E removed the 1E verbiage "It [the line] starts from any corner of your square and extends to the limit of its range or until it strikes a barrier that blocks line of effect." That indicates that the line effect no longer is required to start from a corner.

Conversely, the templates on page 456 seem to show that line effects do originate from a corner. So maybe the line does originate from a corner.

I'm confused and would appreciate any help.

What is the origination point of a line effect?
1) The center of your square
2) The corners of your square
3) Any point within your square

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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I’ve reviewed the CRB to see the extent of alignment embedded in the rules. The good news is that alignment doesn’t affect too many places in the rules. A number of sections have spoilers for length; these spoilers include many specific rules implications. Everyone’s game without alignment will be different; I’ve included a few suggestions and questions for you to ponder if you are going this route.

Methodology:
I searched the CRB for any mention of “alignment”, “lawful”, “chaotic”, “evil”, and “good”. I excluded anything where those words aren’t in the context of alignment. For example, “evil” shows up in “devil” and there are multiple mentions of trade goods.

There are many references that are general and don’t need any rules updates. These references include the general rules on alignment (pages 28-29), character sheets, ancestry preferences, Lost Omens setting, and the Glossary.

First up are the classes; the Champion and Cleric classes both embed alignment prerequisites into them. For the Champion, I assume that the PC will pick one of the causes (Paladin, Redeemer, or Liberator) in the same sense that a Barbarian picks a totem; the choice gives the Champion’s Reaction and affects other feats and class abilities. Many Champion abilities will need updates. Cleric works fairly easily, though some class feats are affected.

Champion:
The biggest challenge is “The Tenets of Good.” You’ll have to decide whether to keep or toss those; if you eliminate them, you should note that multiple class feats have “Tenets of Good” as a prerequisite: Dragonslayer Oath, Fiendsbane Oath, Shining Oath, Aura of Courage, Divine Health, Litany Against Wrath, Shield Warden, Sense Evil, Litany Against Sloth, Shield of Reckoning, Champion's Sacrifice, Litany of Righteousness, Auspicious Mount, Instrument of Zeal, Celestial Form, and Celestial Mount.

Multiple feats add “good” damage. You may need to change the damage type for it to be effective. Reference Divine Smite (9th level class ability), Smite Evil (Feat 6), Aura of Faith (Feat 12), and Blade of Justice (Feat 12).

Vengeful Oath (Feat 2) adds hunting down evil creatures to the Champion’s code. This feat also allows you to treat creatures that have attacked a “good” ally as if they are undead for purposes of lay on hands.

Sense Evil (Feat 8) allows the Champion to detect evil beings; this feat is not applicable in a game with no alignment.

Radiant Blade Spirit (Feat 10) augments the divine ally (blade) with flaming and aligned properties consistent with the cause’s alignment. You may want to change the damage type for this feat.

Blade of Justice (Feat 12) increases damage against evil creatures and changes all damage to good damage.

Aura of Righteousness (Feat 14) grants evil resistance 5; this feat is not applicable in a game with no alignment.

Celestial Form (Feat 18) and Celestial Mount (Feat 20) add the celestial trait; does that mean anything in your game?


Cleric:
Multiple feats reference good alignment (Holy Castigation – Feat 1; Heroic Recovery – Feat 10; and Eternal Blessing – Feat 16) or evil alignment (Command Undead – Feat 4; Necrotic Infusion – Feat 4; Improved Command Undead – Feat 10; and Eternal Bane – Feat 16). I recommend changing those prerequisites to healing font (good alignment) or harmful font (evil alignment).

Divine Weapon (Feat 6), Align Armament (Feat 8), and Castigating Weapon (Feat 10) deal alignment damage; you may need to change the damage type for these feats to be effective.


Only a small number of spells have alignment references.
Spells:
Some references simply apply the evil trait; these include Abyssal Plague, Bind Soul, Chilling Darkness, and Ghoulish Cravings. A smaller number of spells apply the good trait: Holy Cascade and Searing Light.

Detect Alignment and Undetectable Alignment have no meaning in a setting without alignment.

Chilling Darkness does additional damage to celestials; Holy Cascade and Searing do additional damage to fiends. Should bonus damage apply to something else?

Circle of Protection and Protection apply bonuses against specified alignments; these spells could be modified to protect against other types of threats.

Multiple spells create alignment damage or protect aligned creatures (Divine Aura, Divine Decree, Divine Lance, Divine Vessel, Divine Wrath, and Righteous Might).

Summon Celestial and Summon Fiends bring in creatures with the celestial or fiend traits; do these spells have meaning in a game without alignment?


Focus Spells:
Litany Against Sloth, Litany Against Wrath, and Litany of Righteousness all target 1 evil creature. Litany of Righteousness also inflicts weakness to good damage. Do these spells work in a game without alignment?

Ki Strike (Monk) allows bonus damage of force, lawful, negative, or positive. Lawful doesn't work in a setting with no alignment.

Angelic Halo has the good trait, but otherwise works.

Celestial Brand causes the target (1 evil creature) to take additional damage from good creatures. You could change the target to any creature and allow extra damage from allies.

Embrace the Pit and Hellfire Plume both have the evil trait. Additionally there are additional changes with respect to evil and good damage.


Rituals:
Atonement should be changed to the tenets of the deity (instead of being based on alignment).

Call Spirit has a critical failure condition of evil spirits appearing and attacking. This still probably works (though the effect is not elaborated on so this requires GM judgement).

Consecrate does alignment damage.

Create Undead has the evil trait.

Planar Binding discusses alignments with respect to various outsiders. Depending on your setting, this spell might not even make sense.

Resurrect has a critical failure condition of an evil spirit possessing the body. This still probably works (though the effect is not elaborated on so this requires GM judgement).


Only a small number of items have alignment references. Do Holy Water and Unholy Water exist in your game? Both do aligned damage. Holy Water only damages fiends, undead and creatures weak to good damage; however, you may want to keep Holy Water for its ability to harm undead.

Aligned weapon properties (anarchic, axiomatic, holy, and unholy) shouldn’t work in a game without alignments.

Items:
Celestial Armor and Demon Armor both have alignment references. These items probably shouldn’t exist in a game without alignment; alternatively, they can be modified.

Aligned Oil does work in a game with no alignments.

Holy Prayer Beads include Divine Wrath as one of its spells. One option is to replace that spell with another spell; Holy Cascade could work well since it adds additional damage to undead (and fiends).

Rod of Wonder has the Chaotic trait; otherwise, it works.

Wondrous Figure (obsidian steed) becomes a nightmare and has some alignment effects. This item might not be applicable to your setting.

Holy Avenger has the Lawful and Good traits and some other alignment effects. This item might not be applicable to your setting.

Robe of the Archmagi has 3 alignment types (good, neutral, and evil). Eliminating the alignment restrictions seems easy and obvious.