Deep Crow

Filby Pott's page

175 posts. Alias of William Staples.




Hi. I'm a little embarrassed to be posting this here because asking for help is hard for me to do, but the guys on PathfinderWiki urged me to, so here goes.

My name is Will Staples. I'm a PFRPG player and have posted on these boards on and off for the last few years. Before that, I was active on the Dicefreaks messageboards since around 2005-ish. I run a gaming blog, The Creature Chronicle, where I convert monsters from D&D 3E to Pathfinder.

I'm in a bit of trouble. Due to an inability to pay property taxes in 2010 and 2011, my city foreclosed on my family's home and will evict us on February 28th if we can't pay. The property taxes alone are over $6,000, and that's not counting legal fees and other costs. We haven't been able to get a straight answer yet on the exact amount that we owe.

We've lived in this house for 22 years and the thought of being kicked out is unbearable. I, my mother, my sister, her fiancee, and their 1-year-old son with congenital health defects would be cast adrift with nowhere to go.

With that in mind, a friend of mine suggested I set up a fundraiser on GoFundMe. This is it right here. Another friend of mine runs a fairly popular blog and thanks to her help we were able to raise about $2,500 in the first day, but after that, unsurprisingly, the interest dropped off and donations started drying up.

And that brings me here. Mark Mooreland and Alex Greenshields at PFWiki suggested I "raise the gamer goodwill signal" on the Paizo boards. I don't know if there's anything anyone can do to help. I'm not demanding anything. But if you could donate anything - even just your daily coffee budget - to our cause, I'd be in your debt. If you need an incentive, a comic book writer/artist friend of mine is offering his original graphic novel, Damnation, for £2.50 ($4.11 USD), with proceeds going to our collection drive.

If you can't afford that, just share it on Facebook or Twitter. The more people who see this, the closer we get to saving our home of 20+ years. In the meantime, we're seeking legal advice and whatever eviction protection we can find.

Thanks,
Will / Filby


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Nice "Day of the Tentacle" figurine!


I'm a fan of psionics, and with the release of Dreamscarred Press's excellent Psionics Unleashed, I've been thinking of ways to integrate psionic fluff into the Pathfinder Chronicles campaign setting. These are my ideas - please share your thoughts! I'm especially interested to hear if anyone else has tried anything similar with their campaign.

Blues
Blues are easy - they live wherever goblins do. Psionics Handbook portrayed the blues as a genetic mutation among goblins, while Psionics Unleashed plays them as a separate race from goblins who infiltrate their tribes, spread their genes, and slowly supplant them. Either way, they're easy to implement anywhere in Golarion.

Dromites
These insect-like people feel out of place in a fantasy setting like Golarion with their alien appearance and psionically-saturated culture. I have them as natives of Castrovel, living alongside the lashunta. Perhaps they've established a beachhead colony on Golarion to explain dromite adventurers; given the elves' association with interplanetary travel, Kyonin or the surrounding areas seems like a natural location (maybe in the mountains to the south).

Duergar
The gray dwarves are already established in Golarion. I like to think that the embittered dwarves who were left behind in the Darklands awakened their psionic powers to survive with their drastically reduced numbers.

Elans
Because they are basically altered humans, elans can conceivably be found anywhere in the world. But where did their secret society come from? Castrovel seems the easiest answer, but it could just as easily have originated among the humans of Vudra. Maybe Vudran psions who stole lore from Castrovel?

Half-giants
The half-giants' human heritage makes a Golarion-based origin most likely. I place them in the Windswept Wastes of central Casmaron. In my campaign, they are an offshoot of the Keleshites who intermingled with giants. Their fire resistance is a blessing from Sarenrae, while their psionic abilities are the result of centuries of introspection to unlock their psychic potential.

Maenads
In my campaign, maenads are a subrace of humans and have the (human) subtype. They are native to Vudra and are famed sailors. Their patron deity is Gozreh. The maenads' rage is the result of a curse from a god they had offended, and their divergent evolution from humans comes from ages of physical and psionic rituals to stave it off, centering around the crystal particles embedded in their skin that help regulate their psychic surges. They pioneered the path of the wilder, which was picked up and spread by the Vudrans.

Mind Flayers
Officially, mind flayers don't exist in Golarion; intellect devourers take their place as the iconic brain-eaters. In my campaign, though, they have had a presence in the setting since ancient times. Arriving from the Dark Tapestry in their nautilus ships, the illithids settled in Sekamina and began building their civilization, using orcs and dwarves from Nar-Voth as food and breeding stock.

However, as we know, larval flayers that fail to metamorphose into illithids grow to become neothelids. Perhaps a mind flayer colony was destroyed but its spawning pool was untouched, allowing the larvae to mature into neothelids. Realizing that they were the true form of their species, the neothelids launched a vicious war against the mind flayers, wiping out their civilization. They then psionically altered their genetics to give birth to single, full-grown neothelids rather than litters of larvae that could become illithids and traveled down to Orv for solitude. The few surviving illithids fled through space to Castrovel, where they now have a smaller, much more cautious society, feeding off the lashunta. However, rumors among the drow suggest that some illithids may have remained behind and are planning a comeback...

Ophiduans
Like the dromites, I place the ophiduans (from Psionics Unleashed) on Castrovel, because their expansionist culture would have destabilized Golarion if they existed there. Their culture is also radically different from Golarion's native reptilians (lizardfolk and troglodytes), who are usually highly primitive. They have at least one nation or empire that is in conflict with the lashunta. They may have a connection to Golarion's serpentfolk.

Synads
The synads, from 3.5's Complete Psionic, are an aberrant race who resemble humans but whose brains each host three separate minds who work in concert. I place them on Castrovel. Perhaps the elans were first created from humans who wanted to emulate the synads.

Thri-Kreen
Another WotC-owned creature, the mantis warriors cannot be used in the Pathfinder Chronicles. In my game, though, they are another native race of Castrovel, where they inhabit equatorial deserts as nomadic raiders. Taking a cue from Dark Sun, these marauders may be the primitive tribal outlanders of a larger empire of civilized kreen who live far from the lashunta nations.

Xephs
Given their appearance and great dexterity, I like to think of xephs as distant relations of the goblinoids (but not close enough to have the goblinoid subtype - more like humans and halflings). Their civilization is centered in a great forested canyon in the vicinity of Vudra, where they fill a similar niche to elves in Golarion. Xephs are a common sight throughout Casmaron and southeastern Avistan. As a race of travelers who value artistic expression, Desna and Shelyn are important gods to them.

Yuan-ti
Like the mind flayers, yuan-ti are WotC's intellectual property and can't officially be used in Golarion, where they are replaced by the serpentfolk. In my house campaign, however, yuan-ti are descendants of a secret society of Tian humans, possibly related to Nagajor's Order of the Poisoned Fang. Using psionic lore pilfered from both the serpentfolk and ophiduans, they combined their genetics with those of snakes. They are seen as abominations by the nagas and ruthlessly hunted. The yuan-ti are worshipers of entropy and may have had a hand in Lung Wa's collapse.


HILL DWARF CHARACTERS
As standard dwarves.

DEEP DWARF CHARACTERS
As hill dwarves, except as follows:
Alignment: Lawful neutral
Does Not Gain: Defensive training.
Darkvision: Deep dwarves can see in the dark up to 120 feet.
Deep Warrior: Deep dwarves receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus to their CMB on attempts made to grapple such creatures (or to continue a grapple).
Light Sensitivity: Deep dwarves are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Languages: Deep dwarves begin play speaking Dwarven and Undercommon. Deep dwarves with high Intelligence scores can choose from the following: Common, Elven, Gnome, Goblin, Orc, Terran.

Note: As written, deep dwarves just don't exist in the PFCS. In my game, I use them to represent dwarves who remained in the Darklands but did not become twisted and evil like the duergar. In essence, they're how I imagine the original dwarves before the Quest for Sky, before they adapted to surface life. Without the great numbers necessary to maintain their great cities, the deep dwarves have scattered across Nar-Voth (and possibly Sekamina) in isolated communities. They want to be left alone and react violently to trespassers.

DESERT DWARF CHARACTERS
As hill dwarves, except as follows:
Does Not Gain: Stonecunning.
Waterwise: Desert dwarves receive a +2 racial bonus on Survival checks to find water, and a +2 racial bonus on Perception checks to locate architectural and natural features that involve water, such as pipes, sluices, traps that use water or other liquids, or hazards involving water. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Languages: Desert dwarves begin play speaking Common and Dwarven. Desert dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Osiriani, Terran, and Undercommon.

Note: These are the Pahmat dwarves of the Shattered Range in eastern Garund. I based them on the badlands dwarves from Sandstorm (3.5).

FROST DWARF CHARACTERS
As hill dwarves, except as follows:
Alignment: Neutral good.
+2 Constitution, +2 Charisma, -2 Wisdom
Does Not Gain: Greed, stability.
Icecrafter: Frost dwarves receive a +2 racial bonus on all Craft or Profession checks that create objects from ice or snow.
Relentless: Frost dwarves receive a +2 bonus on Combat Maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground.
Languages: Frost dwarves begin play speaking Common and Dwarven. Frost dwarves with high Intelligence scores can choose from the following: Giant, Goblin, Orc, Terran, Ulfen, and Undercommon.

Note: The warrior-skalds from the Land of the Linnorm Kings. I admit I got a little weird with this one, what with the bonus to Charisma, meant to represent their status as the diplomats of the dwarven world as well as their tendency to become bards (skalds). I gave them the relentless ability to encourage barbarians.

MOUNTAIN DWARF CHARACTERS
As hill dwarves, except as follows:
Does Not Gain: Greed.
Craftsman: Mountain dwarves receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone.

Note: Traditionally, mountain dwarves have been identical to hill dwarves. I decided to switch out the greed ability for craftsman as a handy way of making them different but still close to the dwarven archetype. In the PFCS, mountain dwarves don't exist; in my game, they are the dwarves of eastern Avistan (centered in Highhelm), while hill dwarves are the dwarves of western Avistan (centered in Janderhoff).

SAND DWARF CHARACTERS
As hill dwarves, except as follows:
Alignment: Lawful neutral
Does Not Gain: Greed.
Lorekeeper: Sand dwarves receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained.
Languages: Sand dwarves begin play speaking Common and Dwarven. Sand dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Orc, Osiriani, Terran, and Undercommon.

Note: These are the ruin-dwelling dwarves of Osirion. I suppose you could use them for the bald Ouat dwarves of the cities, but I know next to nothing about them. Another simple change of abilities to represent a minor difference in culture.

Next: The elves.