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So, my last session had the players traveling to a mostly volcanic wastescape with some shrubs, dry dead grass and obsidian and other sharp rocks covering the ground.

After fighting bandits and cultists the players came to the edge of a vast basin were the ruins of a city await to be explored. HOWEVER the wells of the basin are steep and the only way down was to use a slightly safer collapsed section that was held aloft by an ancient colossus sized dragons skeletal rib cage. they slowly scale the pile of rubble. ONE player of course fails the climb check and nobody manages to save him cause him to tumble nearly a football field down a incline of rubble, sharp rocks and volcanic glass.... killing him.

It got me thinking, what other ways might simple gravity kill the players? Or any other hazards and traps?


I am in the midst of a homebrew campaign setting, trying to put all the pieces together and I find I would prefer to replace traditional magic in a setting with Psionics.

Right off the bat what are some things I might need to account for?

Has anyone done this?

Questions? Comments?


So I've been homebrewing a campaign world and I've been kinda stuck with a problem.

I have about 3-4 definitive races where I'm like "Players will pick one of these." but I've gotten myself written into a bind.

Of them I have one (The Tyr) who are the most populous but also don't know or are usually ignorant of other races existence. For the most part they rarely have contact with them, and when it happens most Tyr think its just tall tales, urban legends, conspiracy theories ect. You know how our modern human society thinks of people who saw bigfoot or Aliens.

Other races consist of the Mau (Pygmy catfolk people) Whom plaster casts of their footprints and alleged sightings exist but they are centered on a sparsely populated and largely uncharted continent.

The Azaren (Basically a race of Dhampirs) mostly dwell within the planets second moon, only having a few colonies on the surface and mostly raid for blood and are considered an urban legend or story country folk made up to scare tourists.

Another race I might do is an offshoot of the Tyr who traveled to another plane and lived there during the races early history but have returned (possibly by accident) and may be completely unknown to the Tyr.

My problem is..... well..... Obviously how do I have a party with more then just 1 race? Should I rewrite lore to say that contact has been established? How would that go down? Idk, my only previous world building attempt was a world of only humans so I avoided this problem.


Go to http://www.giantitp.com/forums/showpost.php?p=15881812&postcount=18.

I really liked the Adamant Entertainment Priest class, it really suited me and personally I liked it more then cleric. And for purposes of my own homebrewing, I'd like it if I could Nix Cleric and just have Priest replace it.

Basically what I've changed from the Adamant Entertainment version (Found here, for reference) is....


  • Scrapped the Bardic Lore ability and Replaced it with a Lore Mastery ability akin to the one the Archivist has in Heroes of Horror.
  • Added Spiritual Power ability at 1st level. Basically giving a priest the choice between Turn Undead or Command Undead depending on if they are negative or positive energy using Priests.
  • Still Mind ability, again borrowed from Archivist 3.5e
  • Reduced the channel Energy to d6's (Might reverse this decision)
  • Added a bonus channel feat at 9th level
  • Gave Scribe Scroll at 1st level
  • Added a Prayerbook, sort of making it like the Archivist or a Divine Wizard. Though they can prepare Domain Spells and Read Magic freely without the Prayerbook (Might add any cure or inflict spell as well to that list

Mainly I'm torn now on if I should replace the Knowledge domain power with something more interesting or Nix it altogeather. Also still considering adding a Dark Knowledge like mechanic just like the Archivist one in 3.5e.

So? Comments? Criticism? Vile Hatred? Praise?


So, I'm homebrewing a setting and the tech/magi-tech level (in some areas) is bordering WW1 esque stuff.

Mainly I'm considering the ramifications of giving the players guns though. Partly because I've never seen or played a campaign before where the players had access to say a breach loading firearm, or a leaver action rifle or revolver pistol. So for anyone who has, how does this effect gameplay heavily.

Does Wilderness survival become pitifully easy? Should combat be more oriented around other creatures who can use guns? ect ect....?

Does melee combat basically vanish? Should a lot of quests be focused on stealth? I.E. a load gun shot could alert people. Ect.


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Link To Stats... UPDATED.

Race Lore:
Basically this is for a homebrew campaign setting. The Tyr are the end result of a project by the dying Elven race to preserve itself via breeding a new, and in their minds perfect, successor to their magical legacy. Taking humans with desirable traits the ancient Elves created the Tyr having noticed Half Elves exhibit the best of both peoples.

The Tyr now inherit a planet once dead and dying, but now terraformed back to life, reborn by magic and returned to its once green living state.

The reason for the rewrite is simple. In context, standard Half-Elves no longer made sense in my world. Half Elves in Typical Pathfinder only exist in the context of a world of Humans and Elves, not in one were humans and elves make them then themselves disappear. In a world where Half Elves are left to inherit the planet, much of their racial abilities make little sense. They are no longer the children trying to find an identity and live between the worlds of Elves and man, they are now the rulers of the world. The product of an ancient Eugenics scheme to save something of a dying people. They are the inheritors of both the legacy of Humanity, and of Elf-Kind. Basically left to build the world as they wish.

Also there is mention of specific kinds of Tyr in the traits selection, specifically the Moth'Tyr. More or less my worlds rough equivalent of "Dark Elves," with other specific varieties such as the Aryl'Tyr, Scath'Tyr, ect ect which are mostly just varieties or populations of Tyr with similar traits.


Document here, Link.

For the most part its a modified form of what is in Unearthed Arcana and in the 3.5e SRD. The main change is spell cost, and homebrew thing called spell overload.

Spell overload is mainly intended to be a stopper to say a high level character spamming very low level spells. Granted I am fairly new at this so I'll be the first to admit it might be buggy, broken or not particularly a good deterrent to that.

Mainly I'm looking to see if its fairly simple and straightforward, easy to understand, and if its fairly balanced.

Granted my players are pretty chill and not powergamers so abuse is not a big concern. But in theory a new player could join who is. Also I'd like formalized rules that aren't terribly broken.

So.... Questions? Comments? Concerns?

EDIT: It bares mentioning the setting itself is Homebrew, and many magic items and spells don't actually exist. Like Cloaks of Charisma, and Headbands of Intellect are exceptionally rare, and so to are rods of metamagic. When I say rare I mean, not purchasable in any store. Likewise some spells like rope trick don't exist.