Our flying races all get nailed by the wings cocking up armor use and some magic items. 1.Only Ggekar aren't affected by heavy armor, but think levitating Dwarves for a start. Then again, they rarely need a climb skill.
I figure every people around a dragon will call it different things and since my cultures use real languages and naming conventions, I use translation programs and botch the results. I stopped color coding Dragons in '76, so the actual legends about dragons get important. The relevant Dragons are Feria Ackgurinc (soft on last c, an armored monster with caustic breath and bite) and Narcisius Forin Descanin (Watre based with a 'drying' aura and powerful presence). Or to paraphrase a player: The A10 and the Sirocco on uppers.
Elegos wrote: Recommend you stat her up with some buff spells, in my experience, if the players have to escort an NPC, they prefer one that carries their weight in combat but doesn't steal the show. Agreed with hesitancy. In 4 decades, I have yet to see this work long term. The rare times are for small tables 3 or less players. Even then, spot light thieves and Mary Sues are to be avoided.
Our 'Fey Forms' list is wonked, allowing several sizes more. Due to a curse, I occasionally became a Fey hill, requiring me to focus upon my actual (Eberron Changeling) form for days. Having my Type switch to 'terrain feature' got old the first time! As with anything added to an ongoing campaign, the GM and players should work this out. Anytime a spell shows it can be abused, the GM should step in (fabricate and mend). Our crew has a list of several dozen Fey to choose from, but each has the form and not all the fun stuff. The 'girls' of our group created Fey femme fatales far beyond nixies and dryads. Because they vote as a block and always have their husbands' proxies, we wound up with Fey of Undead subtype (Banshees and such) and Undead with the Fey subtype (Barrowmaids and our game's Valkyries). It really tears holes in the MM.
TVTropes sez:"...a motivating element in a story that is used to drive the plot. It serves no further purpose." Having played in a number of games with one and (poorly) written a few storys and campaign threads (one awesome due to players running wild), I see anything 'active' as a 'NOT-MacGuffin'. The Ring is the malignant cancer, always acting unseen, that drives LotR. A 'NOT-MacGuffin'. Technically, we never even SEE the real Maltese Falcon, making it the classic 'MacGuffin'. In the way some games play out, a MacGuffin might create itself. The same GM may 'NOT-MacGuffin' an actual MacGuffin to torque the plot. This was done to our little group to put the kibosh on over reliance on Divination magics (The future can only be writ in the moment.). The MacGuffin comes in many forms:
Xenocrat wrote:
Electric Sheep!
Darigaaz the Igniter wrote:
This once got so bad that the three casters 'rebelled' and went on vacation! Let the princess be burned as a witch! I need to reload. Starting every day at half spells got tedious...fast!
Having had several players over 40+ years decide to scuttle my campaigns, My solution has always been the boulder from the sky. And that player does not get a seat again. Wrecking a world for the pure maliciousness is not merely attacking me as GM, but every other player at the table. And I run the 'boulder' a number of ways, from villains that just happen to involve a super's weaknesses to a cult of 'soul thieves'! I am too old, ugly and ornery to put up with someone who just wants to be a jackass. Often, I have only had a single night every week or so and I don't babysit donkeys. If a player decides he is superior, he can run the game. I have too many other things to do to put up with another 'CN' twit with delusions of adequacy.
All good things come to those who wait. I hope the Simulacrums get at least a passing comment. They are a part of our game, but we run a 1-4 progression like the Summon spells, the kicker is that we Wizards must learn the lower level versions first and Sorcerers replace lower level versions with the higher, but retain the use of them. They really need something and I know they aren't real constructs.
37. Bowling Alley
Despite the hopes of some, the recreational aspects are tame. Safeties work hard to prevent any real harm, except in some military training sims. Some units are 'collapsible' to save space. Ritterfeld Simulators are one of the biggest producers and will customize to other racial specs. Why is bowling so popular on starships?
A battle of Avatars! Our campaign uses a similar 'class', only available to Eberron Changeling Wizards, that allows taking the form of creatures based on CR (broken). Using Evolutions will work better in my opinion, as they were at least meant for this modification. You might add features or feats to allow faster or partial changes, perhaps based on the points value or theme (flight is flight). Our class will break in a level or two when the CR really becomes 'game-able.
Berti Blackfoot wrote: I agree, spreading desert is one thing, but "dust" , whenever we think of dust problems it's always a result of human activity... Not quite, Dust is always out there in the air. Several natural phenomena generate dust, the dust storms of Texas to CA are one, but the Sahara has righteous storms that reach up miles and the Gobi desert is notorious for the mud turning to huge clouds in the dry season. An acquaintance was there for Historical research and got trapped in the records center for three days. Gorgeous sun rises and sun sets.
RAW, no. Other sources are not CORE, therefor not a part of the game. In practice, most GMs filter spells by campaign. Ours has a number of Druid orders and all have their own lists (mostly the same, but...). A Druid cannot cast any spell that destroys nature...except for the Black Rose (various 'blight' spells and abilities). Taking any of the 'nature domains' also limits and grants spell choice. Elemental focused Druids are really good for such spells, but see a number of others 'slighted' (a la school specialization). It is all a part of her world and gives the texture we can really get into. YMMV.
A book just appeared in your toys as a child. It was illegible to any but you and you found it fascinating. As you grew, you realized everyone else seemed to ignore the book and it always turned up. On the day you first cast a cantrip, the book vanished, gone looking for a new student. This is a thing in my campaign world, a number of 'artifact' primers making magic more common and preventing powerful Wizards from hogging it.
amyhart420 wrote: That's really cool I hadn't thought of vampiric spirits. Gonna have to start thinking on that now. Vampiric creatures are rife in mythology, though they don't always work as Bela Lugosi knock offs. Lost Boys shook my view in the way they were handled and as long as you don't go sparkly, you will find some 'killer' examples out there, especially if you blend them in with outsiders. Our game also has a guy 'cursed' with no real powers, think Renfield without a master. He's not dead and will never be a real vampire, but has several nasty disadvantages. He's our contact with the undead.
I play an Eberron Changeling and have to actually study a living example to be able to fake it, by campaign rules. This functions much as learning spells and I am limited on how many I can have 'ready' (level number). Being a Wizard, its not my schtick, but a Rogue would put a lot more into it and get far more than my primarily passive disguises.
When playing a Fighter, I tend to acquire a lot of tools and weapons are very much tools of the trade of arms. I even have a silver dagger (not just plated) because the GM said there were no 'weres' in the game. So far none have shown, so I claim they're afraid. Turns out a lot of her nasty outsiders aren't happy with silver either. I carry a club of 'holy oak', hoping it will come in handy one day (Mistletoe turned out to have effects on outsiders, so...?). I also carry a few gallons of water for several reasons, but I've use it mostly to put out burning party members. I carry a padded greatcloak to protect my armor when fighting rust monsters, salt for slugs, etc. Call me a Boy Scout, I try my best to be prepared. The character's background is that he's one of a retired adventurer's youngest kids and has little inheritance coming, but he listened to a lot of tales growing up.
Playing in a campaign with an array of vampiric creatures, it can be revealing. Our current GM gave them all an 'evil outsider/vampiric' Type so that she can use a host of versions from around the world. The last one we met was an African spirit that was able to go incorporeal like the amorphous blood sucker in original Star Trek. It was said to attack sleeping homes, the victims all being dead with no marks, the life sucked from them. Very unsettling and creative on her part!
Every rule in our 'tome' has to have the Reason behind it, the GM 'at the time's take and has room for discussions. In a nearly 40 year old group, there are a host of left overs from earlier incarnations. At one point, a Wizard could cast ANY spell she knew, just limited in spell count. They didn't see that as a problem (no wizard players) until I helped them move to 3.0. Foolish of me as I play the main Wizard currently. House Rules should be talked about, but the GM should have veto power over his game. I disallow a lot of 'time' magic due to it hurting my head to keep up with. After our last experience, we ruled that 'he who wanted it' could run it: just volunteer! It has been 8-9 years and no one dares. Are GMs weak for banning things? Not if it makes them not want to run! They should make it known and have better reasons than just 'no'. One of our GMs effectively banned naval adventures because she didn't Grok the rules! She ran a sky pirates series a few years back, having finally understanding a 3pp set of rules. Growth is good.
Our group gets real picky on spells and there are specific differences between shapechange, Shape shift, Illusion, trans-formative and others; spelling out a number of changes and what does not change. It has been hammered out over decades and actually works quite well. All players and GMs have input, which makes it a lot less imposed.
One GM has Dwarves not being allowed to have beards until recognized as adults. The coming of age ceremony includes a lot of roughhousing, boasting and ribbing the new adult before the oaths to home, etc. Females are invited to sit with the adults at mail 'knitting' or some other 'adult only' thing. After proving ones self in battle generally rates the ceremony.
Many 'named' do not (silver bells), others require constant up keep (live spiders). Our group tracks component for the role playing rewards. After an acid 'bath, our Fighter handed me an contingency pouch he bought. Pouches start with a full compliment for level 1 spells, with reload 'costing' d6 cp for helpers to find or 5 cp. Thia can lead to interesting adventures. Level 2 pouches run about a SP tops and up it goes. At my level, few make 5 to stock shelves and that pouch is filled by scavenging of former opponents. In our game, you can still cast without components, at -2 DC, and minus the spell's level for each component skipped. My caster does this when DC is hopefully doesn't matter. Hopefully.
Having a more magic rich campaign, I have component costs unless the caster has a special feat which allows them to literally make components out of dust. Spell components are required for all spells unless specified. Special items are usually sold at the same shops. Pouches hold enough for 100 spell levels and have other sizes. Cost is included for level 1 spells, a silver or so for level 2, etc.The pouch is rated to the highest level you can cast from it. And it is the third item casters search for, minimal at best treasure.
With some sleep, I enjoyed the feedback above. The guide is frustrating in that it is a work in progress and incomplete, yet I see interest, hope and promise in it. BTW, thanks for the lists of familiars and stats. In the game, I have to 'learn' each familiar before mine can change into it. Without the skill K: arcana, regular folks know of maybe one type of familiar, something you might add. Our GM has a list of the various obscurity familiars and more than you have here, both homespun and 3pp. Because of my familiar's versatility, each feat is +2 on the level required. I have to 'attend' a Wizard school or such to pick up the feat.That and I am hurting for new spells. I'm due a feat and Imp Familiar is looking like it.
About IolasIolas
Artificial Intelligence: Exocortex Combat Tracking (Ex) 1st Level Your exocortex provides you with enhanced combat ability, granting you proficiency with heavy armor and longarms. At 3rd level, you gain weapon specialization in longarms just as if your class granted proficiency. As a move action during combat, you can designate a foe for your exocortex to track. As long as that target is in sight, the exocortex feeds you telemetry, vulnerabilities, and combat tactics, allowing you to make attacks against that target as if your base attack bonus from your mechanic levels were equal to your mechanic level. Designating another target causes you to immediately lose this bonus against the previous target. Memory Module (Ex) 1st Level You can use your exocortex’s memory module to enhance your own knowledge. Once per day, as a reaction while not in combat, you can reroll a failed skill check to recall knowledge. In addition, your exocortex grants you the Skill Focus feat as a bonus feat. You can’t use your exocortex’s memory module while combat tracking is activated. Every time you gain a mechanic level, you can rebuild your exocortex’s memory module, replacing the exocortex’s bonus Skill Focus feat with Skill Focus in a different skill. Darkvision Nuars have darkvision out to 60 feet. Gore A nuar can charge without taking the normal charge penalties to the attack roll or its AC. If the nuar has another ability that allows it to charge without taking these penalties (such as the charge attack ability from the soldier’s blitz attack fighting style), the nuar also gains the ability to charge through difficult terrain. Maze Mind Nuars have a naturally strong sense of direction and an instinctive understanding of complex patterns. As a result, they very rarely get lost. A nuar can attempt a special level-based Wisdom check (1d20 + (CR or level + Wisdom bonus) instead of using his total bonus in the Piloting skill to navigate or his total bonus in the Survival skill for orienteering. In addition, a nuar with 1 or more ranks in Piloting or Survival also gains a +2 racial bonus to checks with that skill. Natural Weapons Nuars are always considered armed. They can deal 1d3 lethal piercing damage with unarmed strikes and the attack doesn’t count as archaic. Nuars gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1-1/2 × their character level to their damage rolls with their natural weapons (instead of just adding their character level, as usual). Swift Nuars have a base speed of 40 feet.
Iolas, better known as Skid to those that don’t know him well, comes from the twisted corridors of Pipetown, home of many lower class nuar. From a young age, he was enamored by the junk-racers of Botscrap, the fame it brought them called to him but most importantly the thrill of racing and the challenge of building a racer. When he came of age, he became a racer under the alias of Skid, and rose quickly in the leagues. With fame though, came danger that he was unprepared to deal with. A prominent street gang, the Botscrap Posse, saw profit to be gained from him, and pressured him into throwing matches, sacrificing his integrity for money. The boss, a half-orc name Bloody Gorrog was a cruel man, using his power to bully nearly everyone he knew. It tore at Iolas, and he constantly looked for ways to escape their demands. His opportunity came when he was slated to race, and lose, against the son of the crime boss, an aspiring junkracer named Vurol. While Vurol was an aspiring racer, he was terrible at it and relied on his relation to Bloody Gorrog to win most races, along with inheriting the mean streak from him. Iolas decided to leave the business with a bang by defeating Vurol. The race day came, and he pulled ahead of the Vurol fairly easily, which other racers saw as their chance to further the upstart’s loss. The son ended up in second-to-last place, utterly humiliated. The Botscrap Posse was after Iolas and out for blood, eager to get revenge for humbling Vurol. After a close encounter with thug sent by the Posse, Iolas called in a few favours from a friend in the black market arms-dealing business to be smuggled out of the station. Ending up in the Armada, he went into hiding. He found himself repairing ships in exchange for all he could drink in the countless drifter bars of the Armada and occasional protection. It was a hard and lonely life, but it was better than back in the Spike where he’d likely have no life at all. He took a job fixing a battery of mass drivers on the Master of Stars, the headquarters of the Wayfinders. Fitch, their leader, saw Iolas’ talent with engineering, and tried to convince him to join the Starfinder society for help and reliable protection, and Iolas agreed. While training with the Starfinders, he developed an exocortex and took a liking to heavy weapons, especially the satisfying kick of the recoil and the unique challenges of keeping them Iolas is a tall male nuar, with large horns jutting out of his forehead, intricately carved with circuit-like designs in traditional nuar style. He wears a set of second skin armor over engineer’s overalls. The most apparent feature is massive artillery laser he carries on his back. Metal hexagons run along his spine, interfacing his nervous system to the exocortex implanted in his brain, allowing him to visualise the combat tracking that his exocortex gives him as a HUD that only he can see. |