Hellknight

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Hello out there.
I am working on a little homebrew setting and am looking for some inspiration. It would be appreciated.

Setting: On the isle of terror a new strange god has descended who calls himself the "first God". All over golarion (starting in Good dominated regions) worshippers begin forming cults around him and stray from their former Gods. This "God" seems to be of awesome power and has a vast collection of Clerics in his direct service. All of those clerics are described as some sort of veteran who has class levels. The higher ranking Clerics can use the usual Cleric abilitys. They have some distinct features: They are all NG, the have maxed out diplomacy, they always seem to know where they are needed, they travel great distances fast and unseen if they want to, if you talk to them you get a nice and warm feeling of happyness and an urge to do good, if they "hear the call" and think it is time to join them they talk you into their way of thinking and seemingly convince you to adopt their views and values (Help thy neighbour, dont be a dick, think bevor you act that sort of stuff... good guy- stuff).
Needless to say they scare the shit out of my players because (when my players still dared to listen to a single word of what those guys say) they hinted that they would purge all Evil from the worlds (plural) and make it perfect in his image. Or that the old gods wouldnt have a place in this new world they were building.

As it is now: The "Good Guys" have several little countrys under their controll and diplomacy their way though anyone who will listen adding more followers to their ranks and spreading increasingly fast. They dont discriminate and Ogres, Orks, Hobgoblins, Tieflings and other intelligent humanoids seem to be seamlessly absorbed into their society of tollerance and coexistence (all are neutral good and act accordingly. No spells involved). Outside of the good guys territory magic kinda works weird and erratic and the dimensional stability seems to have been weakened (presumably the first signs of aggression from that First God weirdo whose followers usually are pacifists and)

I kinda want my players to gather allies in Order to stop that new god and his NG cronies (which they gladly took up as their personal responsibility on account of the Good guys beeing creepy as f+$@ and EVERYWHERE)but they act kinda a lot like the usual players and piss off nearly everyone they meet...
They are now level 7 and are working to establish support from some aristocratic undeads from Geb (who will be their first real ally if they pull it off )

I kinda need ideas of Fractions of People or Allies they can aquire i got some nice quest ideas even reaching into the great beyond but some more would be rather awesome. Plus any ideas or critique regarding my setting will be met with serious consideration.

Cheerio.


Hello everybody.
I am aware that falling damage is a topic of a lot of debate and many MANY gms houserule it severly.

The question that keeps me from doing this too is:
1) why 20d6 at 200ft? it seems too low.

Is there any real reason besides some arbitrary standart?


Hello all you good people. Recently i have beem tinkering on a homebrew class for pathfinder. Not to actually play it but for the joy of creating something and working myself through rules, gaining a better understanding of balance in general.
Naturally my first attempt was as broken as it gets.
My seccond attemot was much better but still pretty high powered.
i Made some drastic reductions on it and am now at 2.5 of my Class.

What might my class be you ask? Well here comes the fancy part. Its a Timemanipulation based semicaster who uses his abilites to gains combat bonuses.
Here is what i set out to do: A Class with great initiative, high speed, the ability to power itself up and deliver punishing attacks in melee and eventually limited controll over time.
I based it on the playtest version of the magus since the melee caster setup fits this class well i think. Here a Link to the recent version.
http://www.mediafire.com/?bvgxlujcsix0low

Here is what i would ask from you: What abilities should i tweak at which levels does he need a increase /decrease in power? Where might I put the "forewarned" class feature of a divination Wizzard in there? Any Ideas for Tempora i could implement?

Thanks in advance. I am looking forward to your feedback.