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Very good, all the way 'til Tiefling, I imagine most people will want to play them as rogues, sorcerers or even (rather grim) bards. So why go with whats been done, you are making *varients* after all?
So with that in mind I'd get rid of the -2 Charisma and replace it with -2 Wisdom, to represent their lack of "spiritual guidance", you know, to show that their demonic heritage makes it harder for them to become wise.
What that does for the Fiendish Sorcerery trait I'm not sure...
I'm okay with sub-races, but they don't need racial stats and feats.
Moon Elves live in a dark forest and are rarely seen during the day.
The humans from Whereevertheheck will "roll" high strength stats, whereas the volcano cultists of Someplaceoverthere are all level one Adepts.

Hmm, perhaps this isn't the right forum, still, island number one!
1.
Alpira
HISTORY
Hundreds of years ago a slaving vessel crashed upon the shores of an uncharted island, the escaped slaves murdered the crew and set about create a new life for themselves on the mist filled pine forests of the island they named Alpira.
The story could have ended here with no fuss; but a half-orc named Red Fingers that would become the leader of these people had other ideas, enflamed with the desire to free all slaves, he mastered the art of the shipwright and built a fleet that would free other slaves.
While not an absolute success enough slaves have been rescued from passing ships to create a population boom like no other.
The misty island has also become a known save-haven for passing pirates, who often aid the islanders in their battles.
GEOGRAPHY
Much of the island is flat, which makes it difficult to see from a distance, and is covered in pine trees. Mist hangs over the island at all times. The island seems to show no change of season, just a constant coolness and light rain.
Settlements
-No Gallows
-Red Finger Territory
-Conifera
INHABITANCE
The "old house" populace, those from the crashed vessel, are orc and half-orc, with half-orc making up the bulk. Besides that most people are tribal humans caught for use as labor slaves. The island does have its monstrous humanoids, such as hobgoblins, but the islanders are not fool enough to let in creatures born to be evil, such as bugbears or drow.
GOVERNMENT
While most laws are dealt out on a local level, each tribe (which amounts to a group of villages) elects a member to join the Freeman Court, people within the Court make the tough island-wide decisions of when to attack a ship, any great changes such as building more houses or creating farmland and most importantly, how to keep the peace.
Besides the court is the "monarchy", those descended from the original leader. They have power and influence, but often take the role of general rather than outright leader.
RELIGION
Anything goes on Alpira as long as it doesn't get in anyone’s way. A thousand tribal gods, nature spirits and minor demons go to make the pantheon of the Alpirish people. Since the early days the gods have changed much, they have intermarried, been eaten by larger gods or pushed aside for brand new godlings. Desna, Calistria and Gorum would be good examples of this island’s gods.
"The Misty Maiden" as the sarcastic ex-slaves call her, is the supposed Genius Loci of the island, and it is felt she saved the first slaves by confusing the slaver's navigation. Festivals, feasts and plays are held in her honor, but she has no clergy or church.
Alignment | Chaotic Neutral
Capital | Korog, Red Fingers Territory
Ruler | Freeman Council/King Teroan Zolo
Government | Democracy & Monarchy
FLAG
A red hand, open palmed, with light blue mist rising from it, below the hand is a broken metal cuff. The background is a dark red.

Hello! I think it would be quite fun if we all pitched in to create a world. I personally don't plan on making a wiki or even using this setting (not right now, anyway) but I can safely say it'll be a fun forum activity.
I'll begin with the big stuff:
"The world is, as far as the inhabitants know, an infinite sea.
Once, all was sea. The Creators raised the many islands from it's depths at the beginning of time and since then have been in constant battle with the deep as it attempts to reclaim them."
---
Brief on the Gods:
The Creators, these helped create the islands and all mortal life. They can be any alignment and have any domain, but they are all joined in their effort to keep their world alive. Not all Creators are powerful either, many tricksters and fools find their place with the Gods purely because they did a bit at the beginning of things.
The Destroyers, the un-gods of the sea. Usually evil, or at least should be considered so by the players as they want to pull the islands back beneath the sea. They are not a constant threat, but if an island sinks they are to be blamed.
Each island has a soul, it's Genius Loci. Some are slumbering, or simply quiet, but a few are active and physical, perhaps even ruling their island. They are generally neautral, however this can mean anything from an uncaring beast to a gentle sage-like being.
The Demi-Gods, children and grandchildren of the Creators, these are Gods that came after the creation of the islands. All of them are demi-gods in power and capable of dieing. Many sail the seas just as mortals do, going great deeds and leaving change in their wake. It's quite possible for a player to claim he or she is a demi-god and still be at the same level of power as the rest of the party.
Tsk, this post is a little long, so I'll leave it here, but feel free to-
Create an island, anything goes!
Create a God!
Create a monster from the angry sea!
Create some history (try not to make it too set in stone, no dates perhaps)
Create a famous figure.
Create anything!
It's ours!
veector wrote: Ok, so let me get this straight...
An Elf can crossbreed with a Human thereby producing a Half-Elf.
An Orc can crossbreed with a Human thereby producing a Half-Orc.
What happens when an Elf and an Orc hook up (it's theoretically possible given the above)? Do we need stats for Elf-Orc? Or what if a Half-Elf and Half-Orc hook up?
The golden rule is only stat up what you plan to use. :]
But I'll indulge you, when an elf and orc mate, because of the strange and conflicting magic inside them, produces either an ogre or a siren or some other monster. If a half-elf and half-orc mate, they produce a person two parts human, with the other parts very diluted, so it's stats are human.
Lathiira wrote: Big wrote: Rather than literal half-dwarves, I currently have a large human & dwarf settlement, where humans live above ground and dwarfs below.
The dwarfs have taught the humans their ways and language, made weapons for their best warriors and the king of the dwarfs is even "married" to the queen of the humans. At least on paper, they both have real partners.
In turn the humans give part of their harvest and help rid the caves of beasties. In times of harsh weather they are even let into the dwarfhome until it passes. As you can imagine, most of the human men grow beards and drink ale.
The nations around this settlement call the humans "half-dwarfs". Sweet! Sounds like a great place to live. Oh it is Lathiira! If you know how to deal with goblins. (It requires much thwacking of hammers)
Rather than literal half-dwarves, I currently have a large human & dwarf settlement, where humans live above ground and dwarfs below.
The dwarfs have taught the humans their ways and language, made weapons for their best warriors and the king of the dwarfs is even "married" to the queen of the humans. At least on paper, they both have real partners.
In turn the humans give part of their harvest and help rid the caves of beasties. In times of harsh weather they are even let into the dwarfhome until it passes. As you can imagine, most of the human men grow beards and drink ale.
The nations around this settlement call the humans "half-dwarfs".

Hm, I'm just gonna go ahead and make something up, I'm new to all this in general. So here is the aasimar as written by a wandering fool.
+2 STR, +2 WIS || Aasimar are super-naturally mighty and peircingly insightful
Large sized || The angels and assorted other celestials that began the aasimar line were larger than life and filled with primal creative engery, this continues deep into the bloodline
-4 size penalty to Sneak skill checks.
+4 size bonus to Close Combat skill checks for grappling.
Lifting and carrying limits are double of those of Medium characters
Can use larger weapons than Medium characters.
Space/Reach: 3m/3m. (10ft/10ft)
Aasimar base speed is 30ft.
Protection of the Anceastor (Su):
The aasimar is protected from attacks made or effects created by fiendish creatures, this ability provides a +4 deflection bonus to AC and a +2 resistance bonus on saving throws to themselves and anyone within 20 feet of the aasimar. This ability can be cast once per day. || The angels that bore children with the early humans made a promise to protect their desendants.
+2 Racial Bonus on Sense Motive Checks. || Aasimar can read the hearts of others.
+2 Racial Bonus on Perception Checks. || Aasimar
Outsider (Native): Aasimar are outsiders native to the Material Plane, and thus have the outsider (native) type. They gain the extraplanar subtype when not on the Material Plane. They are not subject to spells or effects that affect only humanoids, such as charm person and dominate person.
Favoured classes: Cleric and Paladin
The way I see it they need to be useful for more than just paladins, in fact this race make great tyrants, I imagine a horrible queen claiming divine right to rule, forcing her anceastor to protect her from assassins each night...but should a person of pure heart come to slay her, she'll get no help!
I'd imagine they would have more interesting features than the old pictures I've seen of them. Maybe they could have feathers for hair? Maybe they're all born with holy scriptures covering their bodies? Anyway, key words for this race are something like: Glory, Gaze, Intimating, Bright, Bold and Sausage.
They are large and in charge, a teifling standing next to one of these, players would be hard pressed to say who was more cool or badass or whatever it is that made teiflings core for 4E.
So, um, does this even work as a race?

I'm new to Pathfinder too, having not played DnD.
Okay, so; are their enough of them to warrent a race?
Strong and/or unattractive men and woman might be called half-orc as a insult.
Orcs are so feared a whole family might be known as half-orcs because their anceastor was one.
In some orc tribes half-orcs might be wanted, given positions such as shaman, spy or some kind of warrior-performer (doing tricks with swords and other moves that usual, dumb orcs can't) so the tribe often take human wives just to gain a half-orc.
Perhaps human barbarians see worth in half-orc warriors and keep any half-orcs that are born. A good warrior will gain reputaion and so the half-orc will marry and breed.
Some orcs might be considered half-orcs if they are civilised, and again they will marry and breed within the civilised area they live in.
On the other side of the coin, is a human raised by orcs that acts like a orc, pretty much a half-orc?
Lastly...You could always say that long ago, a wizard did it.
So yeah, I'd say there is enough of them. :]
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