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I could see the Skyrim sound track working really well for the Land of the Linnorm Kings


We'll be jumping into Jade Regent after that's all wrapped up, though I want to adapt the story to start off in Minkai from part one. It'll take some work, but my group seems pretty excited about the change. We so far have:

A M human oracle of fire
A M human order of the warrior sword saint samurai
A M human order of the ronin sword saint samurai
A F fetchling ninja
A F kitsune white haired witch


I'm currently running Carrion Crown with my group and the party make-up is:

LG M azlanti/ ulfen human counterspell abjurer wizard/ abjurant champion (Andoran)
LG M chelaxian human undead scourge paladin of Iomedae (Lastwall by way of Cheliax)
CN F scizarni varisian human gunslinger (Ustalav)
CG M varisian/ ulfen human natural werewolf ranger/ warshaper (Ustalav)

We've just started Shadows of Gallowspire, though I have plans to adapt Expedition to Castle Ravenloft for higher level play and use it to continue the story.


I'm developing a campaign setting on a world called Taern, where most of the known continent is ruled by the Imperium, an empire that is based upon a mixture of Rome, renaissance Florence, and classical fantasy aesthetics, and was founded in a similar way as the legend of Remus and Romulus, but with a gold dragon rather than a wolf, and is now sliding into debauchery and corruption. Fey influence in Taern's past is heavy, as the world was once ruled by the Fey kingdom of Fenedreia before it was ripped into its own plane in an event called the Sundering. The Shadow court are evil fey who seek to return to Taern and conquer it.

Other ideas I have are elves and gnomes being true breeding races resulting from ancient interbreeding with humans and fey.

Arcane magic being policed and taught by an organization called the Arcanum that identifies and trains sorcerers and wizards from a young age, and recently purged all students of necromancy from its ranks.

A dualistic religion based upon Creation and Corruption

Orcs and half orcs are nomadic horse lords similar to ancient mongols.

The only known realms of dwarves are the seven Sovereign Holds which are built into the massive Dragonback Mountains on the Imperium's northernmost borders, and are allied with the Imperium and have the monopoly on mithral.

There are three sub races of humans: Treijians (roman), Keldori (celtic/ nordic), and Rashalan (middle eastern)

Still very much in the early development faze.


I've been gaming regularly for several years now, which has encouraged me to produce much of my work, and give faces and personality to some of my most memorable characters and those of my fellow players.

Many of my pieces are located in my Deviantart, so please feel free to browse my gallery and get an idea of the kind of work I do :)

http://gangrel9731.deviantart.com/

Prices are as follows:

Line art/ sketches= $25 per subject
Cell shading= $20 per subject
Digital painting= $25 per subject
Backgrounds= $20

If interested, shoot me a message at constantgamer9731@hotmail.com


Robert Shenk wrote:
Or the order of the Sword could be based of the unicorn clan and they could have the mount ability from the cavalier class, Cab are also less relient on their dieshio* (sorry can't spell) and tend to use heavy weapons.

Good, idea, Order of the Sword does strike me as the most "Unicorn" just needs a few modifications...


Set wrote:
DSRMT wrote:
does this mean they should be more divine, or would it be acceptable to give them an arcane focus?

Ideally, any race should be flexible enough to not be railroaded into only one direction, so I'd prefer that an elemental-touched race have abilities that benefit both sorts of caster.

A flat +1 DC to fire spells for a fire 'genasi' for instance would benefit a Wizard (or Sorcerer with the right spells), but have more limited some benefit to a Druid (via produce flame and wall of fire) or Cleric (via flame strike). A bonus to fire spells and spell-like abilities that read instead +1 save DC or, for spells and effects without a save, +1 fire damage, would allow a Cleric with the Fire Domain to get +1 damage with his Fire Bolt attacks or a Druid to get +1 damage with his flame blade spell, making the special ability more useful to the other sorts of caster.

Another option would be to allow a genasi of any spellcasting class to add a couple of spells of that relevant elemental type to their list, or to have a special bonus that applies to relevant spells (fire spells have a change to set someone on fire), or even a chance to not lose a prepared spell (or spell slot) used to cast a spell of their specific element, with the total spell levels being equal to their Cha mod or something. With this last option, a Cha 16 fire genasi sorceress would be able to cast burning hands, and then roll something (a caster level check?) to attempt to not expend that slot. She could save three levels worth of spells this way, so that at 6th level she could get an extra fireball out of it, or an extra scorching ray and burning hands.

On the other hand, none of these abilities are of much use to a non spellcaster. Using the Pyro feat as inspiration, perhaps the genasi is an expert at setting things on fire (and perhaps also at putting out fires, if necessary), getting a +1 to fire damage and DCs, even if he's inflicting that fire damage by throwing alchemist's fire on them, and a +2 to his own...

I know that originally fire and air genasi took a -2 penalty Charisma, making them relatively poor choices for the sorcerer. However, in the PF bestiary, tielfings get the Fiendish Sorcery racial ability, allowing them to treat their Charisma scores as 2 points higher if they are Abyssal or Infernal bloodline sorcerers. Perhaps an ability similair to that for converted air and fire genasi may make them a bit more capable as elemental sorcerers of their appropriate element?


Spiral_Ninja wrote:
Brandon Fann wrote:
Bard-Sader wrote:
Cockatrice = the Spider Clan!

I hadn't thought of that, but that does make sense. So far, I think the Order of the Dragon= Crab Clan, Cockatrice= Crane Clan (emphasis on one on one duels), Lion= Lion Clan, Star= Phoenix (Shiba family), Sword= no idea, and Shield= no idea :P

[Me, Spiral_Ninja] Hm, interesting suggestion. I hadn't thought of that, but it might just work.

I do like the idea of substituting the paladin's weapon version of Divine Bond in place of the cavalier's special mount abilities for the daisho.

This I wholeheartedly agree with. In fact, I'd been thinking of something similar myself.

I believe the samurai should still begin play with a katana and wakizashi (masterwork bastard sword and masterwork shortsword), and I think the cavalier's bonus feats would need to be chosen from the clan specific feats from previous source materials


Bard-Sader wrote:
Cockatrice = the Spider Clan!

I hadn't thought of that, but that does make sense. So far, I think the Order of the Dragon= Crab Clan, Cockatrice= Crane Clan (emphasis on one on one duels), Lion= Lion Clan, Star= Phoenix (Shiba family), Sword= no idea, and Shield= no idea :P I do like the idea of substituting the paladin's weapon version of Divine Bond in place of the cavalier's special mount abilities for the daisho.


I'm thinking of running a d20 L5R game, and my group and I have converted to pathfinder 3.5. I wanted to revise the samurai class to make it a fun and viable option standing alongside the newly revised base classes, and the idea was pitched to me of modeling the samurai as a cavalier archetype but substituting the orders for the eight great clans of Rokugan and coming up with some cool clan based mechanics in place of the order abilities. I have already decided to drop the special mount in favor of the ancestral daisho, but not sure what to do with any subsequent levels that the cavalier improves his mount's abilities. Any suggestions for these ideas? I am also thinking of buffing up the shugenja, but that's a whole 'nuther discussion, hehe!


LIkewise, I just bought the NPC Guide PDF, but nothing will personalize right now. Argh! >_<