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![]() I'm gonna have some fun with these. @ Manx Serimus: Vermin are immune, so no rat swarms. The birds are the really scary one. Perhaps anything smaller than Small size is too small to be effected by the curse? ![]()
![]() stormraven wrote: Rather than nerf the pally (and let's not forget that monks get immunity to disease as well at 5th) why not change the issue? Since Urgathoa brought this down - why not define it as a Curse instead of a Disease. Pallys and Monks aren't immune to curses. That works for me. As for Smite and Channel Energy, perhaps these zombies ignore 1/2 of the damage? That makes divine casters less bomb against undead without making them completely useless. ![]()
![]() Vic Wertz wrote:
Thanks. I'll think about getting one. ![]()
![]() Kirth Gersen wrote:
I have to second this. The content is good, but it needs better writing. I feel helpful at the moment, so if the OP wants a native English speaker to edit it, I could do so. ![]()
![]() Caliburn101 wrote:
This. Being evil does not mean you have to irritate the Paladin, or act in a manner that is obviously evil to observers. If you play it right, it should work. ![]()
![]() Vic Wertz wrote: Also, since you're creating your own campaign setting, are you sure it's really the Community Use Policy you're looking for? In the context you're talking about, the CUP mainly provides access to parts of our setting, which you generally wouldn't use in your *own* setting. I think you may want the Pathfinder RPG Compatibility License instead. (Which, I'll note, has pretty much the same "adult content" clause.) That's a commercial license, and I don't plan to charge for my work. That's why I chose to use the CUP. Also, this thread has made this question moot, as I decided to work on Hearts of Oak (Like Stormwrack, but with what I think a sailing rulebook should have.) and Sylvan Glory (Libris Mortis/Draconimicon, but for Fey) instead of a campaign setting. ![]()
![]() Cheapy wrote:
Nope. I work purely for the joy of it. I don't mind my stuff being used for free. ![]()
![]() Evening Glory wrote:
Oh, and it also come with rules for Ghost Ships and undead crews, as well as elven ships. What's special about elven ships? They are alive. Elves mold trees into ships with magic instead of cutting them down. Some elves even live on giant versions of these ships (they are alive, so they can grow crops and raise livestock). I love the idea of an entire subrace of elves that lives on gigantic city ships. This elven subrace is non-campaign setting specific, so it should fit in Golarion or anywhere else, like everything else I plan on writing. ![]()
![]() Evening Glory wrote:
I for got some stuff. I also promise some cleric domains specifically for Fey and some new Fey designed specifically as 0 Level Adjustment races for players who really want to be Fey in a campaign where the GM doesn't want to deal with LA. ![]()
![]() Cheapy wrote:
I'd rather not sell anything. I can write just fine, but I can't put together artwork good enough to sell. I also really like making things, which is why I'm doing this. Money is irrelevant. I'll just work off the Community Use License, and create things that would work with Golarion, but would also work in a different campaign setting. It's like how Stormwrack and Libris Mortis (I'm creating what is basically Pathfinder Stormwrack and Fey Libris Mortis, so they seem the best examples to put out.) were compatible with most campaign settings. I am to do the same. ![]()
![]() As for the campaign settings, they'd be mostly background materiel, traits, prestige classes, equipment, and archetypes. I'd be giving advice for running Gaelic, Asian, or Russian campaigns in general, not a specific campaign, so that it'd be usable with any campaign setting, including Golarion. California, however, would be a campaign setting in it's own right, with all of the above, but tailored for a specific nation. The Fey book would have everything Libris Mortis has, except for Fey instead of undead: A chapter about where they come from, what they are, and how they live and govern themselves. This includes info about typical Fey dwellings, diet, reproduction methods, outlook and psychology, religion, physiology, government (including Seelie and Unseelie courts), relations with other creature types, and the like Strategies for fighting them Feats Advice for having Fey in the party Advice for Fey with character classes (such as which Fey should take what and challenge ratings) Advice for treating Fey as having levels of monster classes (For playing Fey with high level adjustments) Class archetypes for Fey to take or for fighting Fey Prestige classes for Fey to take or for fighting Fey Spells Equipment New Fey Advice for incorporating Fey into a campaign or encounter Right now, it's looking like both Sylvan Glory and Hearts of Oak, with Daimyos and Dragons and Gaelic Adventures in the background as secondary projects to work on when I need a break from constructing the two primaries (which means Hearts of Oak and Sylvan Glory will be done long before the other two). ![]()
![]() Darkwing Duck wrote: I'm for Seas of Golorian. Don't get fancy with the title. People need to be able to easily recognize what's in the book from the title. I want undead ships, Pirates (a rogue archetype), albatrosses, curses and ill omen, naval military actions, sea witches, etc. Look up Pirates of Dark Water (an old cartoon) for ideas. This I can offer. I'm stuck on calling it Hearts of Oak, however. I promise: Class Archetypes (Including the Pirate one you wanted. I think there is already a Sea Witch archetype, but if not I'll make one. I also plan fighter, barbarian, and whatever else I can think of.) Prestige Classes (Including the Admiral, a modified Battle Herald) Rules for sailing, including how navigation works, how long it takes, crew sizes, supplies carried, and attributes for several different ship types, from galleys to cogs to galleons to frigates to whatever fantasy stuff I think up. New naval artillery to attack enemy ships with (All medieval tech or magic. There shall be no cannons, although I am using Age of Sail ship designs for the simple reason that they are far better than cogs, and this IS fantasy.) Rules for how ships sink Rules for how weather effects sailing New aquatic creatures Random weather and sea monster encounter tables Feats Spells ![]()
![]() I already have some ideas. Specifically, a Prestige Class: The Admiral. It's a Battle Herald. At Sea. It's highly similar to the Battle Herald, except Challenge works a bit differently (though I haven't decided how), Easy March helps sailors do normal shipboard tasks, and you need Profession (sailor) to get in, not Profession (soldier). Now, if this were a Core Class, this would be perfect archetype materiel, as it still keeps most Battle Herald attributes. However, it is not. It is a Prestige Class. Should that matter? By the RAW, can a Prestige Class have an archetype? Is the RAW silent on this issue? If so, is it unbalancing for me to go with my gut and allow Prestige Classes to have archetypes? ![]()
![]() Lincoln Hills wrote:
I suppose that could be cool, but I have very little familiarity with Golarion (I never did get the setting books or adventure paths), so I'm not the best person to ask. If I go the Daimyos and Dragons route I will make up my own countries, but in such a way that compatibility [at least with prestige classes, feats, archetypes, spells, monsters, and stuff] with Golarion exists. I could do a Pathfinder version of Stormwrack, and being a former sailor (though one with a short service period do to a medical discharge) I'd take great pleasure in doing so. I wouldn't create any Golarion specific vessels, but I WOULD create ships with Chinese, Greek, Korean (Turtle ships FTW), Norse, and what-have-you flavor and whatever fantasy ships came to mind, so you would definitely get Asian ships. I'd also give you Polynesian watercraft (The Polynesians were once awesome sailors). Nautical monsters? Could give. Rules for what storms do to ships and how ships sink? Could give. Weather tables? Could give. Create medieval implements of naval destruction instead of going the Stormwrack route and giving people cannons? Why yes, I would. I assume the Azlanti Pyramid Ship is Egyptian? Could make. The Land of the Sunken Dead sounds AWESOME. ...Yes. This sounds good. Right now, this document and Sylvan Glory sound the most attractive. Perhaps I could write both? Ideas for names for this Naval supplement? EDIT: To be clear, though not expressly designed for Golarion, this naval supplement should easily work with Golarion. I plan for this naval supplement not to have a specific campaign setting, but instead use real life culture bases and non-human (elven, dwarven, gnomish, etc) ones as necessary. That way GMs can apply the rules to their own Campaign Settings. It worked for a lot of 3.5 supplements, so it should work here. ![]()
![]() Purple_Shade wrote:
If I want this way, I was planning to give "China" parts of "South America" as colonies and write in that "California" and "Hawaii" were "Chinese" and "Japanese" colonies at one point in time. ![]()
![]() If I do decide to go with the Book of Fey, I would perhaps call it Sylvan Glory instead of Fae Leabhar, which, in retrospect, sounds stupid. Also, I found some information that'll be great if I do decide to write Sylvan Glory. ![]()
![]() I've posted ideas for updating Pathfinder to the Age of Sail and 1890, as well as a suggesting of a Medieval California campaign setting. The issue is that I have a lot of ideas floating around my head, and I'm not sure which to use, so I'm flitting from idea to idea haphazardly. Well, since the idea of writing these campaign settings is for others to read them, I think the best way to narrow down what I should write is to ask you guys what you would read, and then write that. So here's a list of all the ideas crowding my head at the moment: Update Pathfinder to the Age of Sail (17th, 18th, early 19th centuries) Update Pathfinder to Steampunk 1890s Tech Update Pathfinder to Magitek 1890s Tech Medieval California Campaign Setting Greece Campaign Setting Russia Campaign Setting (Including Native Siberians) Daimyos and Dragons (My version of Oriental Adventures. Split into Japanese, Chinese, Korean, Southeast Asian, Indian, Tibetan, and Mongolian sections instead of the incredibly Japan centric 3.5 version.) Fae Leabhar (Remember Libris Mortis and Draconimicon from 3.5.? This is like that, but with Fey.) Gaelic Adventures (Oriental Adventures, but Celtic.) I definitely want to write you guys something, but I want it to be something you'll read, so I'd greatly appreciate feedback on which of these you'd most want to see. ![]()
![]() I heard there have been some changes in the arcane magic system since 3.5, but I wouldn't know. I never really used it in 3.5. Now, however, with the Witch class and Sorcerer bloodlines, I'm really liking arcane spellcasters. I even got my hands on a copy of the 3.5 Spell Compendium. However, seeing as I don't know what changed from 3.5 to Pathfinder, I have no idea what needs to be done to use this book with my game. ![]()
![]() ShadowcatX wrote: I don't see how mentioning its use (in a fantasy setting) is any more of a violation than mentioning the use of alcohol would be. Didn't Gandalf smoke pipe weed or some such? I always thought that was tobacco or something. What worries me is that marijuana is illegal in the US and Canada, which might make it's mention adult content, which is verboten. ![]()
![]() Let's say I'm using the Community Use Policy to create a campaign setting. If I mention that, in the country covered by this setting, marijuana is used somewhat commonly alongside tobacco and alcohol, am I violating the CUP provision against adult content? I'm not actually introducing rules for what happens when you use pot, I'm just mentioning that it's use is both somewhat common and legal. ![]()
![]() I have just uploading a preview of this campaign setting. You can get it here. This is not a large preview, and you need Microsoft Word to open it. I wanted a PDF, but my copy of Adobe is going to charge me for that and I don't have the money to spare right now, so RTFs it is. This preview has a very basic cover page, an intro, and the weapon stat blocks and descriptions for knives and revolvers. I'd appreciate comments on it very much. I'd also like to know if the front is compliant with the Community Use Policy. I think it is, but this is the first Community Use Policy document I've made, so I may have screwed up without knowing. If I did, I'd like to know so I can fix the problem. There is a second preview in the works with rifles, shotguns, and suggestions for tweaking classes. I'll start with only a few classes, post those in the next preview, and move from there. ![]()
![]() Liz Courts wrote:
That's what I was suggesting. I'd never ask them to breach their contract. Sorry for the confusion. ![]()
![]() Witch. I want to badly to reed about Pathfinder's Iconic Witch Character, but there is no information other than name, race, deity, homeland, and alignment (Chaotic Good makes me want to learn about her even more. The good characters at the coolest.). If Pathfinder cannot provide, perhaps Raging Swan can. ![]()
![]() DΗ wrote:
What if I wanted 30 point buy? Is there a good card array for that? Gestalt characters love to chew up ability scores, so I need big ones. ![]()
![]() After some thought, I'm really thinking I may just take caliber out of it as far as damage is concerned. I looked through my D20 Modern Weapons Locker, and a .45, a 9mm, a .357, and a .38 all have the same damage value. If it works there, it should work here. Furthermore, smaller guns still fire rounds like the .38, though they do have shorter barrels, so small characters would lose out on range and not damage. The only thing the caliber of the weapon would effect is whether you can scavenge ammo from dead and wounded people and abandoned areas. Large characters, however, may have larger rounds like a .50. Anything above large or below small doesn't have access to mass produced guns sized for them. As for small guns like .22s and derringers, those have a separate range of types. I'm thinking that shotguns HURT at close range (3d6 dmg compared to 2d4 for the average revolver and 2d6 for the average rifle), but they have a small range increment, and lost damage rapidly as they leave it. Birdshot can attack everything in a 5 foot square (though it doesn't do the mega damage buckshot does, it'll kill a bird), but buckshot needs to be aimed at a single target (IRL scatter guns don't spread their shot enough to hit multiple targets until they've hit a range where accuracy is gone). ![]()
![]() Now, I've been researching weapons for the equipment list. I started out with knives. I want to touch on the wide variety available in this time period, but I really don't want to write stats for 40+ knives that basically have the same combat functions. So I came up with a different way to handle it. Instead of stats for individual knives, I have stats for four knife types. A couple unique knives get their own stats, but most belong to one of the four categories. Fighting Knife This is a large bladed knife, such as a Bowie knife or military dagger. Chopping Knife This is a chopping blade, such as a machete, bolo, panga, or mandau Small Knife This is a small knife with a fixed blade, such as a boot knife or neck knife. Deploying Knife This is a knife with a blade that is stored in the handle until use. Folding knives, gravity knives, and butterfly knives are all examples. With firearms, the same basic idea applies. Instead of inventing a whole bunch of different designs with their own stats, I've created basic stat categories. For revolvers, I have three. Cap and Ball These are old muzzle loading rifles, in which a powder charge and ball are packed down the barrel once for each chamber, and percussion caps are added to nipples on the cylinder. They take forever to load and are less accurate than cartridge firearms, so these weapons have become obsolescent. They are still occasionally found, however. Side Gate These cartridge revolvers are loaded by opening a gate at the back of the cylinder and pushing a round in, rotating the chamber by load, inserting another round, and so on until loaded. Spent casing have to be extracted one by one by pressing on a lever under the barrel. These weapons are simple and sturdy, but reloading does take a long time, although not as long as with a cap and ball weapon. Swing Out/Break Open A swing out revolver has a cylinder that swings out on a hinge and usually has an extractor capable of extracting all the spent cartridges at once. A break open revolver breaks open at the breech, tipping the barrel and cylinder downwards, and also usually has an extractor that can extract all the spent casings at once. Both are quicker to load than the side gate model, if a bit more expensive and slightly more complicated, and are identical in game statistics. Now, here is where I run into a wall: caliber. I need to determine how much it matters. Should revolvers just come with a flat damage value, or should I have a list of damage by caliber? I lean towards flat damage values, but is that the right decision? Are people going to want .45s and .38s to feel different in game terms, even if that complicates things more than I think it should? What about small characters? Should they use smaller guns than medium characters? Does that mean they need to fire smaller calibers, or just smaller guns fit in their hands better but lost ammunition capacity and range do to their size? ![]()
![]() Psisquared wrote: If a T-Rex makes a rules suggestion, I follow it unless a Red Dragon says otherwise. Especially if the T-Rex helped write the rules in the first place. ![]()
![]() DΗ wrote:
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![]() Blue Star wrote: Most of the Irish heroes are awesome, typically going out by themselves and steam-rolling things that usually take armies to accomplish Then we have Finn McCool, who got so pissed off at a Scottish rival that he picked up a chunk of earth, threw it at him FROM ACROSS THE IRISH SEA, and missed, hitting the sea and creating the Isle of Man. ![]()
![]() rat_ bastard wrote:
Or you could get some ironwood. ![]()
![]() Malignor wrote:
I was floored more by the Roman thing than anything else. But, yea, he was a badass. ![]()
![]() My initial impression is that I like most of the new talents very much, as well as some of the feats. I can definitely see myself using them. Not so much the alternative sneak attack rules, but that's because I dream fondly of seeing a sneak attack free rogue. If one happened to be added to this book as an alternative rogue class, I would be much pleased. As for the archetypes, I have to say I like the ideas of the Ruffian and Divine Assassin, but not so much the other ones. As for actual playtesting, that'll have to wait until I have time. ![]()
![]() I'm fine rerolling HP. I edited the background a bit. She fully intends to see her grandfather punished at some point, but at the moment she has neither the resources to fight him, nor the influence to have someone else punish him. She also has a sister (Lawful Good Wizard) as badly in denial about her grandfather as her mother, and still in active military service to the man. The reason her family is so lawful is that they are nobility, and rule a fair amount of land (though Camilla knows better than to show her face in this land after standing against her grandfather). As such, they tend towards law. ![]()
![]() I've got a preliminary character sheet for you. I changed her class to Ranger, but that doesn't effect her background. She still served a noble as a soldier, just not as common line infantry. She was a scout, and I think a Ranger with the Guide and Skirmisher archetypes fits that well. Camilla Soreni:
Camilla Soreni
Female Human Ranger (Guide and Skirmisher Archetypes) 6
Strength 14 (+2)
Size: Medium
Total Hit Points: 45 Speed: 30 feet Armor Class: 18 = 10 + 3 [studded] + 4 [dexterity] + 1 [dodge] Touch AC: 15
Initiative modifier: + 4 = + 4 [dexterity]
Languages: Common Elven Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing] Hand Axe [1d6, crit x3, crit x2., 3 lb., light, slashing] Greatsword [2d6, crit 19-20/x2, 8 lb., two-handed, slashing] Composite Longbow [1d8, crit x3, range incr. 110 ft., 3 lb, piercing] Studded armor [light; + 3 AC; max dex + 5; check penalty -1 20 lb.] Feats Dodge
Skill Points
Hunters Tricks Trick Shot Favored class points: Hit points +0; Skill points +6 Human * This human chose +2 to dexterity (already included)
Ranger * Guide Archetype * Ranger's Focus * Terrain Bond * Bonus to tracking * Combat Style Archery * Endurance * Wild empathy (roll level + charisma bonus) * Endurance Class HP rolled
Equipment Quiver
Total 58 lb I haven't purchased her magic items yet. I'm waiting for approval of her stats and non-magical gear as they stand. EDIT: I also think it might be interesting if the noble who's employ she left was her maternal grandfather (A Lawful Evil Fighter). He had Camilla's father assassinated and blamed another noble for the deed, which was the catalyst for Camilla leaving him. What with him having murdered her father, they'll definitely meet again, especially since her mother (Lawful Neutral Rogue), who Camilla does not want to cut off contact with, is in serious denial about the man's evil and responsibility for her husband's death. Camilla doesn't have the resources to take him on at the moment, however. ![]()
![]() I've never played PbP before, but I am definitely interested in this campaign. I'd like to play a Lawful Good Fighter who originally began her career as the foot soldier of a local noble, and continued as such for around 3 years, but who has recently resigned do to ethical qualms about the actions and motives of the noble in question. At the moment her objective is to find a new cause to champion and leader to serve under. She's currently resting at the Friendly Arm Inn on the way to Baldur's Gate to see if she can find a more ethical noble to offer her services to, but if she were to find an adventuring group doing something she felt was a worthy task she may abandon this plan and offer her services to that group. I'll get a character sheet up soon. EDIT: As to her lack of renown for her deeds, it's because she's former military, and her she her time following orders, not her own plans, so her accomplishments are credited to her commanders, not her. To top it off, she's not particularly boastful or glory seeking.
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