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I second the idea of using the Dragon Turtle to cross the straits...but have them prove their worth to it by performing a quest of some sort. Maybe retrieve an item the dragon turtle has been wanting that is in the possession of a rival sea creature of some sort: another dragon turtle a kraken, a scylla or a charybdis maybe.

Also have the storm god send some heavenly agents after them as a good "random" encounter. Or run into some of the storm and ocean gods servants duking it out in a massive battle over the sea.


Gray wrote:

I'm rebooting an old campaign for a new group, and I thought I'd share the updated stat blocks for comments and suggestions.

Here is a Centaur War Priest, who is leading a war party into territory protected by the PCs.

Centaur War Priest..

I noticed on the centaurs who use two-handed weapons (greatclub and longspear) you have them using shields...unless I am just seeing things of course, and if so I apologize.


It has all of the listed modules updated to 5E and includes stats for new monsters, as well as some reprints from Volo's Guide to Monsters. Blackrazer, Wave and Whelm use the stats from the 5E DMG.


Ah many thanks End! I was beginning to think I was just blind and it was driving me crazy lol...but that works for me.

And it was your review, by the way, that got me to purchase this wild and wahoo PDF. I was waffling pretty bad, but then I saw what you wrote about the Veloces...and I was hooked, so thanks from me, and curses from by wallet!


Okay...some thread necromancy here, but I have recently gotten the PDF and I am having a hard time finding out where the info is on raising your hyper score...how/when is it done? Torn through the PDF several times and not found this info, so anyone who could enlighten me I would be a thousand times in your debt!


In a Rift's campaign we never really got to play, though characters were made, I made up a Demigod "The Son of the Son of Zeus", who was the son of Hercules. He was going to be bombastic, lecherous, hard partying and just a bit cowardly...I had sayings made up like "The Son of the Son of Zeus knows no fear!" followed up by "(insert monster)...hmmm, perhaps you should go first...). I was bummed we never got to play.

A pair of my players made up stereotypical Scottish highlander brothers, Hamish and Seamus, who were hired to be guides for the party in an area of my campaign world called, typically enough, the Highlands. They were...salty. Brutish, greedy, lecherous, and not that bright. But fun as hell. The party needed a certain item from a lich, who happened to be a gardener (long story), and needed to get some components to make plants resistant to his touch so the lich would give them what they needed. One of them was the tears of a nymph. Hamish and Seamus got all horny and left the group on made up pretenses and snuck off to woo the nymph.

When the other players arrived the townsfolk had a tale about a horrible monster prowling the woods near the town, a beast that made a horrible keening shriek and whose footsteps sounded like thunder. The "monster" was our two Highlanders, trying to attract the nymph by playing bagpipes and drums. Good times.


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In one of my old second edition D&D campaigns one of my players was a priest of the god of trickery, who's granted power mimicked a Wand of Wonder. They fought some bandits, he used his power and summoned a rhino, and the bandits ran away, with the angry rhino in pursuit. Over the next few adventures they kept running into the fleeing bandits, minus one or two, being chased by the rhino.


Paizo and Wizards should collaborate...hire the Paizo devs as freelancers to do a Pathfinder bestiary that contains all the Wizard IP monsters. It is a Wizards book, so they get the money, and the Paizo guys get paid. Win Win. A dream, I know, but hey it don't hurt nobody ;).


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I have been working on my campaign setting mostly, though I have tinkered with some new feats and such, here are a couple of them )(feedback/comments/criticisms welcome!):

Extra Mythic Ability (Mythic)
Prerequisites: Mythic (Mutation) Level 3 or better.
Benefit: The character may choose any Mythic ability he meets the prerequisites for.
Special: This feat may be taken more than once.

Greater Secret Origin
Prerequisites: Improved Secret Origin feat, Character level 5th or better.
Benefit: The character gains the Tier Three Mythic ability for the one he chose with the Secret Origin feat. Alternatively he may choose a Tier Two ability if he chose another Tier One ability, or another Tier One ability.

Improved Secret Origin
Prerequisites: Secret Origin feat, Character level 3rd or better
Benefit: The character gains the Tier Two Mythic ability for the one he chose with the Secret Origin feat. Alternatively he may choose another Tier One ability

Legacy of Power (Mythic)
Prerequisites: Tier 2 Mythic ability.
Benefit: You can add half your level in any other class to your levels in Mythic (Mutation) for purposes of gaining Tiers in one of your Mythic powers and any bonuses you would gain from your origin.

Mind Blade (Mythic)
Prerequisites: Class Mythic (Mutation), Telekinesis or Telepathy power.
Benefit: The character can create a blade of pure mental energy as a free action. The blade deals 1d6 damage, and counts as a weapon in regard to feats and class abilities.

Natural Weapon: Rock Hard Fists (Mutation)
Prerequisites: Class Mythic (Mutation)
Benefit: The character's fists are like clubs, granting them a slam attack that deals 1d6 blunt damage in combat.

Secret Origin
Prerequisites: Cannot have any levels in the Mythic class.
Benefit: The character chooses a Mythic Origin and a single Tier One Mythic ability. They are now also eligible to take Mutation and Mythic feats.

Also added some new gimmicks (mostly trick arrows), and have house ruled that any missile weapon can be made into a gimmick (because every campaign needs a larcenous Aussie who uses trick boomerangs), and am porting over cybernetics and mutations (for Mutation Feats) from D20 Modern.

I have a list of new powers I will eventually get to as well: Animal Mastery, Animation, Energy Control: Cold, Energy Control: Electricity, Energy Projection: Light, Illusion Mastery, Light Mastery, Photographic Reflexes, Power Duplication, Probability Control, Radiation Control, Shapeshift, Transformation: Gaseous Form
Transformation: Light Form, Transformation: Magma Form, Transmutation.

Want to make a new Mythic class too...the Mythic (Object Wielder), i.e. Green Lantern type characters. This one will be the most difficult as I am not sure how to go about it.


Going to just have to make up those feats on your own...I have been mulling over a bunch of stuff as well.

To bad your campaign didn't take off.

I bought a game called Heroes Wear Masks a few months before I had even heard of Man Made Mythology. I played it quite a bit and even made up a bunch of my own stuff...added powers, upped the power level to my liking, got nearly 300 pages of homebrew stuff lol...then I got MMM and...wanted to switch over. My group told me to eff off lol...I have kind of a problem with switching games in mid campaign, so I get it. But MMM is far more superior to HWM in my opinion.


Since it is fully compatible with other Pathfinder stuff I would use gillmen as an Atlantean stand-in. Androids would probably work as a race too...more human like constructs than synthetics. The Fraal (from D20 Modern/Alternity and updated to PF in the old Creature Chronicle sight) would make an appearance as well.

Honestly there is just a lot of cool stuff you could use from core PF in a supers game.


I do remember reading they were going to do an Atlantis sourcebook and a book of NPC's/Villains.

If they do a revised edition...sign me up!

Hope it happens, and that it gains popularity, at least enough to let them build up the campaign world a little more, though to be honest I would use the rules for my own homebrew world (which has been my supers campaign for quite a while, and has done rules shift from FASERIP Marvel to Mutants and Masterminds and pretty much anything that struck my fancy in between lol). I cannibalize stuff from all sorts of games campaign fluff wise anyway and I love reading others takes on the genre, even if I never use their worlds.


I have been rereading my PDF...and now I just need to find a group and play lol...I had forgotten how well it translates supers to Pathfinder.

A few things I would modify, and I would use some of the new PF classes (i.e. Vigilante), use the rules from the Technology Guide, and I would have to make up some new Powers for the Mythic because there are a few that didn't make it in (Probability Control type power comes to mind).


I own it, but have never played it. It is pretty decent in its portrayal of superpowers, though I found a few things a little wonky: i.e. mythic (replicator), shield maiden and primeval felt like they should have been prestige classes and you still can't get truly super strong characters (read: Superman or the Hulk) using RAW. Other than that it is interesting and I have been thinking of ways to retool it for running a super hero game.


As to the name...skotos is the Greek word for darkness...so skotokinetic?