Steampunk Adventure might fit for the Mana Wastes and Alkenstar.
Not really... to me, steampunk implies, among other things, mass transit (airships, trains, etc.) and limiting something like that to one of the smallest regions in the Inner Sea would do it a disservice.
@Shi'vatha: Interesting. I'll have to give a think as to whether I'd allow him and how the non HD levels would be handled.
@MannyGoblin: You'll have to tweak the background a bit considering that you wouldn't be starting the game as a Circus member. Also, not to shatter your dreams of being cook, but Zathyl who posted up above has been consistently dropping some pretty ace cooking checks.
@Katie: I decided no templates or high RP races this go around to keep the party uniform - you'd need to drop the shadow template entirely.
* Primitive/Prehistoric Adventures. (Stone Age and the like, maybe with Dinos)
* 'Antique' Adventures. (Antiquity, duh! ... "Time of Myths and Legends", Ancient: Greece, Rome, Egypt...)
* Steampunk Adventures.
* Future Adventures.
* Space Adventures.
* CyberPunk Adventures.
* Circus Adventures.
* Horror Adventures.
* Monstrous Adventures.
* Noble/Royal Adventures. (we still need rule for Nobility, Royalty and the like.)
* Sky World Adventures. (world in the sky, floating islands, airships, etc.)
Which do you think would fit in Pathfinder (and maybe Golarion)? The names/idea are based on Mythic/Occult Adventure.
Primitive, "Antique," Horror, Noble/Royal; all of those would fit well in Golarion.
ALL of them could be done with Pathfinder.
Steampunk Adventure might fit for the Mana Wastes and Alkenstar.
* Primitive/Prehistoric Adventures. (Stone Age and the like, maybe with Dinos)
* 'Antique' Adventures. (Antiquity, duh! ... "Time of Myths and Legends", Ancient: Greece, Rome, Egypt...)
* Steampunk Adventures.
* Future Adventures.
* Space Adventures.
* CyberPunk Adventures.
* Circus Adventures.
* Horror Adventures.
* Monstrous Adventures.
* Noble/Royal Adventures. (we still need rule for Nobility, Royalty and the like.)
* Sky World Adventures. (world in the sky, floating islands, airships, etc.)
Which do you think would fit in Pathfinder (and maybe Golarion)? The names/idea are based on Mythic/Occult Adventure.
In that case, you'd just have to compare each of the skin-changer's class abilities with the spell-less ranger's class abilities and figure out what gets replaced.
For instance, Animal Shape, lesser, which the skin-changer gets at 1st level clearly would replace Favored Enemy. Animal Combat, which the skin-changer gets at 2nd level would replace Combat Style. Animal Shape would replace Hunter's Bond etc.
Of course, if you are trying to make an archetype for a Core ranger (as opposed to a New Paths Compendium spell-less ranger) you'll have to decide what you want to do about class abilities such as Ranger Talents, Nature’s Healing and Stealth Attack which are exclusive to the spell-less ranger and skin-changer alternate class
Hope that helps!
Yep, it does, thanks.
I would probably keep Animal Combat, or alter it (modified Monk/Brawler's improved damage).
* More stuff on the Uncommon Races and other 0HD races introduced since then.
* Stuff and fluff and Archetypes and ... for the Races who usually have racial hit dices that got turned into 0HD Races.
I think that is going to be Inner Sea Races.
Although Inner Sea Races will have some information on non-core races, it will focus on core races, mostly refreshing and adding to "Elves/Dwarves/Humans/etc. of Golarion" Player Companions. Personally, I could *really* use a book that really focused on the non-core races.
* Primitive/Prehistoric Adventures. (Stone Age and the like, maybe with Dinos)
* 'Antique' Adventures. (Antiquity, duh! ... "Time of Myths and Legends", Ancient: Greece, Rome, Egypt...)
* Steampunk Adventures.
* Future Adventures.
* Space Adventures.
* CyberPunk Adventures.
* Circus Adventures.
* Horror Adventures.
* Monstrous Adventures.
* Noble/Royal Adventures. (we still need rule for Nobility, Royalty and the like.)
* Sky World Adventures. (world in the sky, floating islands, airships, etc.)
The skin-change is actually a full-blown alternate class of the spell-less ranger (much like the anti-paladin is an alternate class of the paladin). Alternate classes are certainly similar to archetypes, but they are more involved so they are presented as a full class in and of themselves instead of just a handful of replacement abilities as is done for archetypes.
So, I don't think you can think of the skin-changer as a simple ranger archetype. It is a complete class by itself.
Does that help?
Yeah, kinda...
Still, if I wanted to use some of its Features for a Ranger (or Spell less Ranger/Skin-Changer) Archetype aimed at Lycanthropes/Therianthropes? (that might mean some alternatives to "Animal Shape")
Not DM Jesse Heinig, but, as far as I remember, it is in her statblock, so yes.
Alex is correct -- Ameiko is fluent in Tien, so presumably it's still kept alive in her family (at least for those who have an Intelligence bonus . . . ).
or rank in linguistic, or the 'Child of two People' trait.
Personally, I've always considered lycanthropy a curse that simply mimics a disease, so that spell wouldn't apply. (There are others that could, though; divination is precisely why mystery adventures can be tough to pull off.)
It's named a curse in the special ability that infects others, but:
Bestiary wrote:
A remove disease or heal spell cast by a cleric of 12th level or higher cures the affliction, provided the character receives the spell within 3 days of the infecting lycanthrope's attack.
Not remove curse, you need remove disease. That tells me it's actually a disease.
That's within the 3 days mark, after that it becomes a curse that require Remove Curse .
BTW, an AP Monster Compendium... is logically possible and totally feasible by all standards. It wouldn't be as acclaimed, but considering the sheer number of it, they could just shear 10 AP bestiaries off their list and package them in a single compendium. That can be done with modules and companions as well.
Especially the older ones...
That, and could also be made in the Campaign Setting line (it has Hardcovers once in a while) instead of the 'Rule' line.
I don't see why it should remain exclusive to the Setting when several AP monsters already made into Bestiaries.
Then again... like people would actually COMPLAIN about this...
It's not like people cannot adapt the Inner Seas Bestiary to their own game already...
That... But the complains would be about said monsters not being in the PRD.
Maybe more in the Alternate/Hybrid types (new ones wouldn't hurt either), would/could help with low/no/wild magic settings/adventures (like in Mana Wastes / Alkenstar), and it breaks less versimilitude than High/Futuristic Technologies.
BTW, an AP Monster Compendium... is logically possible and totally feasible by all standards. It wouldn't be as acclaimed, but considering the sheer number of it, they could just shear 10 AP bestiaries off their list and package them in a single compendium. That can be done with modules and companions as well.
Especially the older ones...
That, and could also be made in the Campaign Setting line (it has Hardcovers once in a while) instead of the 'Rule' line.
Ok, I was just asking because the new product occult bestiary has was said to be variant as well as new monsters. That made me think of the mythic variant versions of monsters mythic adventures has.
The occult variants of other classic monsters do speak to the same sort of ideas as the mythic ones, in that they give you a new variant of that monster that can enhance the way you portray that monster's society and the like. Occult Adventures is in the same line as Mythic Adventures, the "Adventures" line, which gives you the tools you need to run a game with a different feel. However, Malwing is also right that the tools in this one are also meant to work seamlessly in your normal game (as befits the themes of the occult as being the hidden layer beneath the surface, after all), whereas Mythic is a whole new mode that changes the CR balance.
huh...this is the first time Adventurers has been referred to as a line. Might that suggest future volumes (cough Steampunk Adventures cough)
* More race building options and rules.
* More stuff on the Uncommon Races and other 0HD races introduced since then.
* Stuff and fluff and Archetypes and ... for the Races who usually have racial hit dices that got turned into 0HD Races.
I hope that there is a bloodline or archetype for sorcerers that make it so they cast spells like psychic magic, as in instead of somatic and verbal they use thought and emotion.
At least they're giving some time before implementing the new rules in an AP. I think that's one of the reasons Mythic rules and WotR didn't do as well. They will at least have half a year before anything major using Occult Adventures rules.
Yeah, James Jacobs made that complain while/after writting WotR (and to a lesser extend, the Technology Guide while making Iron Gods).
SQ elven magic, oracle’s curse (tongues [Aklo, Auran]), revelations (cloak of darkness, gift of madness, interstellar void, wings of darkness)
Combat Gear scroll of breath of life, scroll of heal, scroll of slay living, wand of cure moderate wounds (10 charges); Other Gear mwk dagger, daggers (4), cloak of resistance +3, headband of alluring charisma +2, dust of darknessUE (2), trumpet of spirit speakingOM, 295 gp
SPECIAL ABILITIES
Cloak of Darkness (Su) 322 can conjure a cloak of shadowy darkness that grants her a +6 armor bonus to AC and a +4 circumstance bonus on Stealth checks. She can use this cloak for 7 hours per day. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
Dreamed Secrets 322 adds ghoul touch and spectral hand to her list of spells known. Each time she attempts to cast these spells, she must succeed at a DC 20 Will save or take 1d2 points of Wisdom damage and fail to cast, though she does not lose the spell. Dust of Darkness For one minute, a creature coated in this shimmering black dust gains concealment (20% miss chance) in normal light, and total concealment (50% miss chance) in dim light. Creatures with darkvision treat this effect as normal darkness. The dust counters and dispels the outlining effects of glitterdust, and glitterdust counters and dispels dust of darkness.
Gift of Madness (Su) 7 times per day as a standard action, 322 can tap into the unthinkable void between the stars to cause a single living creature within 30 feet to become confused for 7 rounds (DC 17 Will negates). This is a mind-affecting compulsion effect.
Interstellar Void (Su) Once per day as a standard action, 322 can cloak one target within 30 feet in the void of space, dealing the target 7d6 points of cold damage (DC 17 Fortitude half).
Oracle’s Curse (Ex) In times of stress or unease, 322 speaks in tongues. Whenever she is in combat, she can only speak and understand Aklo and Auran.
Trumpet of Spirit Speaking Once per day, 322 can place the trumpet of spirit speaking to the lips of a mostly intact corpse. She can ask up to three questions of the dead creature, as if the corpse were subject to a speak with dead spell (DC 14 Will negates for creatures whose alignment is not Neutral). The corpse’s replies issue forth from the horn in ghostly whispers.
Wings of Darkness (Su) As a swift action, 322 can manifest a set of translucent, inky wings that grant her a fly speed of 60 feet with good maneuverability (her typical bonus on Fly checks with the wings is +6). She can use these wings for 7 minutes per day. The duration does not need to be consecutive, but it must be spent in 1-minute increments.
Disfiguring Touch As a standard action, 322 can inflict a deformity on a touched creature, which lasts for 7 days (DC 16 Will negates). The deformity has one of the following effects: a –2 penalty to an ability score (minimum 1), a –2 penalty on attack rolls or saving throws, or a 5-foot reduction in land speed.
Dust of Twilight As a standard action, 322 can create a 10-foot radius spread of iridescent black particles within 170 feet of herself. Creatures in the area become fatigued (DC 16 Fortitude negates). All mundane light sources in the radius are extinguished, and all light spells of 2nd level or lower are affected as if targeted by dispel magic.
Murderous Command As a standard action, 322 can compel an enemy within 40 feet to spend its next turn moving up to its nearest ally and striking them with a melee or natural weapon (DC 15 Will negates). If the enemy cannot reach its nearest ally, it spends its turn moving toward its ally. Ray of Sickening As a standard action, 322 can sicken a creature within 40 feet for 7 minutes (DC 15 Fortitude negates).
Most elves are born into loving elven communities, but a small number of elves known as the Forlorn spend their childhood among humans. There the Forlorn grow up slowly, reaching adolescence as their childhood friends have children and approaching adulthood as those same friends die of old age. The elf known as 322 spent her childhood in this sad way, and for every friend she lost, the song of the stars became a little louder. She thought this the call of Desna, but as the cosmic chorus grew in intensity, 322 noticed disturbing dissonances that the goddess of dreams would never voice.
The Dark Tapestry was calling. Nighttime became a terrifying trial. The darkness outside her home was alive with silhouettes that clawed at the windows and trickled down the chimney. One night, the elf just ran, running until shadows enveloped her. It was in this time of darkness that the Professor, a masked woman who insisted on no other name, found her. The Professor explained that the creatures between the stars had chosen the elf, and the more she dissociated herself from her past life—the time before now— the more of the shadows’ song she could hear, command, and learn not to fear. The first step was abandoning her name; a title the elf has been forbidden from speaking for so long that she has practically forgotten it.
Under the Professor’s guidance, 322 has learned to control her strange connection to the worlds beyond Golarion. However, for each new technique the elf has unlocked, she has discovered yet another horrifying truth as if to maintain some terrible equilibrium. For example, the miracle of healing with but a touch quickly turned nightmarish when inky tentacles would grow out of a fresh wound and knit the flesh together. At least a dozen times 322 has fled, fearing that the Professor’s experiments were not worth the terrible costs. Every time something has drawn her back, where the same masked woman waits with a knowing smile.