Guy in a fez with a monkey

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So I've been cooking up an idea for a while, so you have these different clans/noble houses (think game of thrones) with their heraldry and symbolic animals. Then the world is cursed by a trickster god, turning everyone into beastly humanoid creatures, like Worgen from WoW or the humanoid/animal people from the Advanced Race Guide.

So what animal/humanoid selections should I make available to my players? I want to try to stay just on this side of furryness without it getting silly. So more like the catfolk from Skyrim less like the Pandarens from WoW. Is this a viable idea or is this lame? Any suggestions on what I should be focusing on?


So with the new Ultimate Combat book coming out in the future, I want to start putting together a War Campaign. I've read through the Heroes of Battle book and mined it for some interesting ideas. I'm going to pitch you what I'm thinking, what I need are some neat ways of using stuff found in Pathfinder in a full blow World War scenario. The setting revolves around a massive war going on (trenches, island hopping, etc. etc.) Magic is very common. It wouldn't be too far-fetched to see most soldiers wielding +1 swords and the such (specifically because these countries have realized it's more effective to field a few soldiers who are well armed than a lot of soldiers poorly armed.

The players begin as a Strike Force. Each of them a Corporal (to begin with, they will gain ranks in the military structure as the game progresses) and they are essentially a fantasy A-Team. It's their job to tackle the hard jobs with unconventional weaponry.

Some of the things I've been thinking about are the morale checks from Heroes of Battle (the first adventure's going to start with the PCs bolstering the morale of a breaking squad then leading that squad to victory)

I hope to capture a big hero flair in this game, like The Pacific or Band of Brothers with elves and swords. Right now I'm merely mulling over potential missions or things I may include in the game (like tactical use of instant fortresses and the like) What are your thoughts? What books should I reference?


I really wish I could post images so I could share my map of the Cosmos. It is a series of circles overlapping each other, these circles are leylines, safe passageways through the dangerous Astral Plane. Deviating from them is suicide and only the craziest of planeswalkers would dare. On the circles are dots, which represent new and unique planes, each with their own peoples, histories, magics, and gods. To allow players of all classes to planeswalk I came up with a few feats that grant Planeswalking as a Spell-like ability. I like this approach because it allows the players to decide if everyone should take the feat or if only one person should. If one person takes it, then the party is forced to rely heavily on that person (WHAT IF THE DIE?) Meanwhile, if the party spreads out the burden then they can potentially travel further in a few days together than they could alone.

NEW FEATS
Planar Sojourner
Prerequisites: none
Benefit: This feat allows a Planeswalker to cast Planejump 1/day

Planar Pilgrim
Prerequisites: Planar Sojourner, 5th level
Benefit: This feat allows a Planeswalker to cast Planejump a number of times per day equal to an ability modifier of their choice.

Planar Traveler
Prerequisites: Planar Sojourner, Planar Pilgrim, 10th level
Benefit: This feat allows a Planeswalker to cast Planeleap a number of times per day equal to an ability modifier of their choice.

Planar Master
Prerequisites: Planar Sojourner, Planar Pilgrim, Planar Traveler, 15th level
Benefit: This feat allows a Planeswalker to cast Planeshift a number of times per day equal to an ability modifier of their choice.


So I'm thinking about writing books for my campaign setting with Pathfinder rules (rather than 4e rules). My questions is this:

It says in the agreement that we can reference things in the Advanced Player's Handbook. Does that mean I can make new spells for the Witch class? I know we can't infringe on Paizo's IP, but what about the rules for drugs and addiction? can I make my own stats for drugs in my campaign?
Please help a new guy out.

Too Long; didn't read:
What can I use in my own publications from the Advanced Player's Guide?


So I'm thinking about writing books for my campaign setting with Pathfinder rules (rather than 4e rules). My questions is this:

It says in the agreement that we can reference things in the Advanced Player's Handbook. Does that mean I can make new spells for the Witch class? I know we can't infringe on Paizo's IP, but what about the rules for drugs and addiction? can I make my own stats for drugs in my campaign?
Please help a new guy out.

Too Long; didn't read:
What can I use in my own publications from the Advanced Player's Guide?