Bloodless Vessel

Gothic Chocolate Creations's page

16 posts. Alias of Kelsey MacAilbert.


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Look what I made.

From now on, all Devaia info goes here. The best part? I can edit it whenever I want :D

Right now, it has all the stuff on this thread, plus a new race, a description of the roles of the core and base classes in Devaia <Incomplete> and links to some excellent homebrew materiel from other people that should be allowed in Devaia campaigns (such as gun mages, engineers, and artificers).

Tomorrow I will finish the class fluff and start adding the technology. I already know some stuff we have:

Cameras (What could be cooler than taking a picture with the dragon you slew?)

Canned food

Internal plumbing

Trains

Steamships

Airships

Submersibles

Gaslights

Magic Telegraph

Printing press


I considered full AOOs with guns, but it's too problematic for spellcasters. I'm comfortable limiting ranged AOOs to charges.

I've updated the races. Elves had their fluff changed a bit and mechanics tweaked slightly, everybody else had slight mechanical tweaks.

Humans:
As Core Rulebook, plus gain a favored class bonus every level regardless of class instead of choosing a favored class and gain a +2 racial bonus to a saving throw of their choice.

Dwarves:
+2 Constitution, +2 Wisdom

Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Darkvision: Dwarves can see in the dark up to 60 feet. (see darkvision).
Practicality: Dwarves are grounded in hard work and common sense. Dwarves gain a +2 bonus on any one Craft or Profession skill, as well as on Sense Motive checks and saves against illusions.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Fearless: Dwarves get a +2 racial bonus on saves against fear. This bonus stacks with the bonus from Hardy.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Rock Stepper: Dwarves can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
Master Architect: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual architectural work, such as traps and hidden doors located in walls or floors. The bonus against traps only applies to traps that are built into the architecture. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Barbarian: Add 1 to the dwarf’s total number of rage rounds per day.
Bard: Add 1 to the dwarf's total number of bardic performance rounds per day.
Fighter: Add +1 to the fighter’s CMD when resisting a bull rush or trip.
Cleric: Add a +1/4 bonus to all melee attack and damage rolls.
Inquisitor: Add a +1/2 bonus on bluff and disguise checks related to working undercover.
Rogue: Add a +1/2 bonus on all Craft (alchemy) checks involving poisons.
Wizard: Subtract 1% from the gold cost to craft magic items.


Orcs:
+2 Strength, +2 Wisdom

Medium: Orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Orcs have a base speed of 30 feet.
Darkvision: Orcs can see in the dark up to 60 feet (see darkvision.)
Intimidating: Orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Ferocity: Once per day, when an orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Gods' Favor: Once per day, an orc may reroll any die and take the better result.
Hardy: Orcs gain an extra hit point each level.

Barbarian: Add 1 to the Half-orc’s total number of rage rounds per day.
Cleric: Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power.
Druid: Add +1 hit point to the druid’s animal companion. If the Half-orc ever replaces his animal companion, the new animal companion gains these bonus hit points.
Fighter: Add +2 on rolls to stabilize when dying.
Inquisitor: Add +1/2 on Intimidate checks and Knowledge checks to identify creatures.
Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Ranger: Add +1 hit point to the ranger’s animal companion. If the Half-orc ever replaces his animal companion, the new animal companion gains these bonus hit points.


Gnomes:
+2 Dexterity, +2 Charisma
Medium: Gnomes are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Gnomes have a base speed of 30 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light (see low-light vision.)
Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Tinkering: Gnomes gain a +2 bonus on Disable Device and Knowledge (engineering) checks.
Eternal Hope: Gnomes receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result.
Wanderlust: Gnomes receive a +2 bonus on Knowledge (geography) and Survival checks. When casting spells or using abilities that provide or enhance movement, gnomes treat their caster level as +1 higher than normal.

Alchemist: Add +1/2 to the number of bombs per day the alchemist can create.
Bard: Add 1 to the gnome’s total number of bardic performance rounds per day.
Druid: Gain energy resistance 1 against acid, cold, electricity, or fire. Each time the druid selects this reward, increase her resistance to one of these energy types by 1 (maximum 10 for any one type).
Fighter: Add +1 to the fighter’s CMD when resisting two combat maneuvers of the character’s choice.
Ranger: Add DR 1/magic to the ranger’s animal companion. Each time the ranger selects this benefit, the DR/magic increases by +1/2 (maximum DR 10/magic). If the gnome ever replaces his animal companion, the new companion gains this DR.
Rogue: Gnome rogues gain a +1 bonus on Disable Device and Use Magic Device checks related to glyphs, symbols, scrolls, and other magical writings each time they gain a level of rogue.
Wizard: Add +1/2 to the number of uses per day of arcane school powers. This increase only applies to arcane school powers available at 1st level and normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier.


Hybrid:
+ 2 to one physical ability Score and +2 to one mental ability score
Multitalented: Hybrids choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Mixed Blood: Hybrids are treated as being all the races that make up at least 50% of their ancestry for the purpose of effects or prerequisites that involve specific races. They also gain +2 to disguise checks to impersonate these races.
Adaptability: Hybrids receive Skill Focus as a bonus feat at 1st level.
Jack of All Trades: All skill are class skills for hybrids.

Hybrids may choose the favored class options of any race that makes up at least 50% of their ancestry.


Elves:
Elves are a race on the rise. Historically, elves have mostly been a primitive tribal people who lived on the fringes of the civilizations of other races, deep in the wilderness, or as nomads, depending on the tribe in question. They have always been skilled in the use of arcane magic, but until around a hundred and fifty years ago, when the discovery of new spellcasting methods finally made casting spells quickly practical, this didn't mean much. Elves were mostly seen as barbarians with a penchant for witchcraft. Now that arcane magic is practical, however, they are quickly gaining in power and influence. A great many have left the backwoods and the wilderness they have so long called home for the cities of other races, where they hope they can write the next chapter of elven history with their newfound arcane might, while a large number of others choose to take modern civilization and technology and incorporate it into their wilderness lifestyle. Sill others vehemently oppose all modernization and cling desperately to the old ways. They produce sorcerers than anyone else, and almost as many witches, and also have a fair number of bards, alchemists, maguses, and wizards. It should be noted that the majority of elven wizards are taught in informal manners, not established schools. Barbarians and rangers are the most common types of elven warrior, and druids are by far the most common divine spellcaster, taking up the traditional role of a cleric alongside their role as protectors of nature. Clerics are very rare, oracles slightly less so.
Their ears are, on average, 1 1/2 to 2 inches long and mobile, showing emotion like a cat's. They have a very wide range of possible hair, eye, and skin colors (many more than any other race), and stripes and spots are naturally occurring features (though not every elf has them). The average height of elves is about 2 or 3 inches less than that of humans, and they are usually slightly slimmer.

+2 Dexterity, +2 Intellegence
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).
Elven Resistances: Elves get a +2 racial saving throw bonus against enchantment spells and effects, any magical effects that impose the stunned, asleep, or paralyzed conditions, and anything that damages morale.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Elven Luck: Elves gain a +1 luck bonus to all saving throws. This stacks with Elven Resistances.

Barbarian
Add +1 to the elf's CMD when resisting a disarm or sunder attempt.
Magus
Add one point of energy resistance against one type of energy (max +10).
Druid
Select one domain power granted at first level that is normally useable for a number of times per day equal to 3 + the oracle's Wisdom modifier. The oracle adds 1/2 to the number of uses per day of that domain power.
Ranger
Choose one type of terrain. The ranger subtracts 1 from the penalty to stealth checks while moving in that terrain. This ability may be taken up to five times per terrain.
Sorcerer
Select one bloodline power granted at first level that is normally useable for a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds 1/2 to the number of uses per day of that bloodline power.
Witch
Add 1 hit point to the witch's familiar. If the witch ever replaces this familiar, the new one gains these hit points.
Wizard
Select one arcane school power granted at first level that is normally useable for a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds 1/2 to the number of uses per day of that arcane school power.


Nix that. No new race. It was a bad idea. For wilderness characters, use humans, elves, or orcs. All have significant wilderness communities.


Been talking to Maxximiliuss about incorporating some of his archetypes, as a lot of them fit well. Links to his archetypes for my future use.

Spoiler:
http://paizo.com/forums/dmtz4odl?Maxximiliuss-archetypes-resources-for-blas e-DMs

http://paizo.com/forums/dmtz4i69?The-Swashbuckler-a-Gunslinger-archetype-fo r#1

http://paizo.com/forums/dmtz4ibw?The-GunFu-Master-a-Gunslinger-archetype-to #1

http://paizo.com/forums/dmtz4pb6?The-GunFu-Master-A-Monk-archetype-for-pist ol#1

http://paizo.com/forums/dmtz4pe1?Revisiting-Paizo-archetypes-The-Gun-Tank#1

http://paizo.com/forums/dmtz4tnp?The-Master-of-Many-Shapes-A-shapeshifting- Druid#1

http://paizo.com/forums/dmtz4tiy?The-Gunmage-A-Magus-archetype-for-pistol#1

http://paizo.com/forums/dmtz4sys?The-Kenshi-RoninErrant-Swordsman-a-mountle ss#1

http://paizo.com/forums/dmtz4ok4?The-Braggart-a-Fighter-archetype-stackable -with#1


You know what this lacks? A playable race close to nature. We've got inventors/scholars (gnomes), conservative rural religious warrior folk (orcs), arcane masters (elves), miners and smiths (dwarves), and two catch all races (humans and hybrids). Expect to see a new race soon.

Also, expect racial traits to be tweaked a little. Power will be added, not taken away.


I changed the shotgun rules listed above:

Shotguns are not area effect weapons. They are aimed at a specific target. Unlike with other two handed ranged attacks, shotguns add full dexterity to attack and damage rolls, not 1 1/2 times dexterity. This is because shotguns are not precision weapons. However, shotguns are not difficult to aim, and the target takes a 1d4 penalty to defense (which is one's armor class). Shotguns do 2d8 damage with a 20 foot range increment, have a capacity of one for single barrel and two for double barrel designs, and have the weights and prices listed above. They are two handed weapons, and cannot be used for full attacks.


How ammunition works:

An alchemical explosive is used in place of gunpowder. It is manufactured in solid chunks that look like brownish glass and comes fused to a conical round. Since the explosive is solid and fused to the round, there is no need for a shell casing. The explosive is detonated by being struck with a specific cantrip that is cast on the gun's hammer. Almost all guns have rifled barrels. Armor is obsolete, and replaced by the defense bonus system from Unearthed Arcana.


Thanks ^_^

We have... gun mechanics!

Gun Mechanics:
Reloading a firearm is a move action unless otherwise specified in the weapon's description. The rapid reload feat reduces this to a free action. Add your dexterity modifier to all firearm damage rolls with one handed firearms and one and a half times your dexterity to firearm damage rolls with two handed firearms. You may grip a one handed firearm with two hands to treat it as a two handed firearm for this purpose.

Attaching a bayonet to a weapon is a move action. The weapon must be a two handed firearm (pistol bayonets exist, but are fairly useless) with a bayonet lug. While the bayonet is attached you take a -2 penalty to all ranged attack rolls with the weapon due to the bayonet messing with the weapon's balance. A bayonet deals 1d6 piercing damage with a 20/x2 critical and weighs 2 pounds, and is treated as a two handed melee attack. A firearm with a bayonet attached has a 10 foot reach, but unlike most reach weapons can strike opponents adjacent to the wielder, but at a -5 penalty to attack rolls. A bayonet can be braced against a charge.

You may strike an opponent with the butt of a firearm. Two handed firearms do 1d6 damage and one handed firearms do 1d4 damage. This is bludgeoning damage, and the critical threat is 20/x2.

A character proficient with a firearm is also proficient with an attached bayonet or when using the butt as a weapon.

If a weapon is capable of automatic fire, you may use this setting. Make an attack roll against a 10 by 10 foot area. If successful, everything in the area must make a reflex save of DC 10 plus twice the shooter's dexterity modifier or take full damage from the attack. You must fire 10 rounds to use automatic fire. If you cannot do this, you may not use automatic fire.

If you successfully hit a target with 3/4 or 9/10 cover with a ranged attack, you treat your roll as being 5 higher than it actually was for the purpose of determining whether you threaten a critical hit and for the purpose of confirming the critical hit. This is because a target with that much cover is likely only exposing the head or upper chest, so while that person is harder to hit with gunfire, any shot that does hit is very likely to have hit something vital.

Making a charge attack against somebody armed with a firearm provokes an attack of opportunity from that person. This attack is made halfway through the charge, and if hit you must make a fortitude save against DC 10 plus the dexterity bonus the shooter applied to the attack or stop your movement immediately. This the only time ranged attacks of opportunity may be made.

A full attack is not a full round action, it is a standard action. This is intended to allow a character to make a move action and a full attack in one round, making combat more mobile. Since reloading is a move action, you do not need to skip your full attack for that round to reload your weapon.

Stats for Basic Firearms

Revolving rifle, large caliber
Cost 15 GP
Damage 1d12
Critical 20/x3
Range 100 ft
Capacity 6
Weight 10 lbs
Damage Type Piercing
Two Handed
Simple Weapon

Revolving pistol, large caliber
Cost 10 GP
Damage 1d8
Critical 20/x3
Range 30 ft
Capacity 6
Weight 2 lbs
Damage Type Piercing
One Handed
Simple Weapon

Revolving rifle, medium caliber
Cost 15 GP
Damage 1d12
Critical 19-20/x2
Range 100 ft
Capacity 6
Weight 10 lbs
Damage Type Piercing
Two Handed
Simple Weapon

Revolving rifle, medium caliber
Cost 10 GP
Damage 1d8
Critical 19-20/x2
Range 30 ft
Capacity 6
Weight 2 lbs
Damage Type Piercing
One Handed
Simple Weapon

Large Bore Rifle
Cost 15GP
Damage 2d8
Critical 20/x3
Range 150 ft
Capacity 1
Weight 12 Pounds
Damage Type Piercing
Two Handed
Exotic Weapon
Cannot fire more than one shot per round

Shotgun
Cost 10GP
Damage 1d10
Simple Weapon
Piercing Damage
All other shotgun attributes are as those given in Ultimate Combat (misfire rules are not used)

Double Barreled Shotgun (can be side to side or over under)
Cost 15GP
Damage 1d10
Simple Weapon
Piercing Damage
All other double barreled shotgun attributes are as those given in Ultimate Combat (misfire rules are not used)

New Feat (this is for the benefit of dual wielders)

One Handed Reload

Prerequisites: Dexterity 13

Benefit: With this feat, you may reload a one handed firearm using the same hand that is holding the firearm. This is still a move action (or a free action with the rapid reload feat).

Normal: It takes both hands to reload a one handed firearm.

I was thinking of something like this or this in terms of appearance.


Here are the completed races:

It is important to know that in this campaign setting, arcane magic, except for some rare and mysterious witchcraft traditions, took about three to four times as long to cast as in the core rules until about 150 years ago, when the discovery of revolutionary casting techniques reduced this to the times listed in the core rules. The average life span of all core races, including humans, is 120-150 years. Only humans use the CRB racial traits and APG favored class options.

Human:
Humans are the most varied of all races, as well as they most common. They can be found living any kind of lifestyle in any area, they take on all careers, and they are the dominant race in most governments. Generalizing about humans is highly difficult, as they vary far too much for sweeping statements to bear any truth.

Humans use the traits and favored class options in the CRB and APG.


Dwarf:
Dwarves are miners and smiths, though they do not actually live underground. They tend to live near their mines and form their own communities, and they are usually mountain dwellers. Their society appears to be highly lawful, though it can be, and very often is, shockingly corrupt. Dwarves are renowned as expert engineers and architects, and make very high quality magic items. They are especially known for the durability of the things they build. They may not be quite as inventive as other races, built what they build lasts.

Dwarves are, on average, about 5 to 6 inches shorter than an average human and slightly more stocky. They tend to have tan skin, and their hair and eyes are usually earthy colors.

+2 Constitution

Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Darkvision: Dwarves can see in the dark up to 60 feet. (see darkvision).
Practicality: Dwarves are grounded in hard work and common sense. Dwarves gain a +2 bonus on any one Craft or Profession skill, as well as on Sense Motive checks and saves against illusions.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Fearless: Dwarves get a +2 racial bonus on saves against fear. This bonus stacks with the bonus from Hardy.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Rock Stepper: Dwarves can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
Master Architect: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual architectural work, such as traps and hidden doors located in walls or floors. The bonus against traps only applies to traps that are built into the architecture. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Barbarian: Add 1 to the dwarf’s total number of rage rounds per day.
Bard: Add 1 to the dwarf's total number of bardic performance rounds per day.
Fighter: Add +1 to the fighter’s CMD when resisting a bull rush or trip.
Cleric: Add a +1/4 bonus to all melee attack and damage rolls.
Inquisitor: Add a +1/2 bonus on bluff and disguise checks related to working undercover.
Rogue: Add a +1/2 bonus on all Craft (alchemy) checks involving poisons.
Wizard: Subtract 1% from the gold cost to craft magic items.


Elf:
Elves are a race on the rise. Historically, elves have mostly lived in the shadow of humans. They have always been skilled in the use of arcane magic, but until around a hundred and fifty years ago, when the discovery of new spellcasting methods finally made casting spells quickly practical, this didn't mean much. Elves were mostly seen as nothing more than funny looking humans with a penchant for witchcraft. Now that arcane magic is practical, however, they are quickly gaining in power and influence. Having spent so much time living among humans and adopting their ways, the elven culture is a very young thing that is still being shaped and developed. What will the final product look like? Nobody knows. The only thing that is certain is that with most of the elves who can remember the old days dying of old age and a new generation eager to forge it's own place in the world being born, things are going to change for the elves, and most likely the world. Elves are no more or less attracted to the wilderness than humans are. They produce more arcane spellcasters, especially sorcerers, than anyone else.

Their ears are, on average, 1 1/2 to 2 inches long and mobile, showing emotion like a cat's. They have a very wide range of possible hair, eye, and skin colors (many more than any other race), and stripes and spots are naturally occurring features (though not every elf has them). The average height of elves is about 2 or 3 inches less than that of humans, and they are usually slightly slimmer.

+2 Dexterity
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).
Elven Resistances: Elves get a +2 racial saving throw bonus against enchantment spells and effects, any magical effects that impose the stunned, asleep, or paralyzed conditions, and anything that damages morale.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Elven Luck: Elves gain a +1 luck bonus to all saving throws. This stacks with Elven Resistances.

Alchemist
Add 1/2 to bomb damage.
Bard
Add +1 to the elf's CMD when resisting a disarm or sunder attempt.
Magus
Add one point of energy resistance against one type of energy (max +10).
Oracle
Select one domain power granted at first level that is normally useable for a number of times per day equal to 3 + the oracle's Wisdom modifier. The oracle adds 1/2 to the number of uses per day of that domain power.
Sorcerer
Select one bloodline power granted at first level that is normally useable for a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds 1/2 to the number of uses per day of that bloodline power.
Witch
Add 1 hit point to the witch's familiar. If the witch ever replaces this familiar, the new one gains these hit points.
Wizard
Select one arcane school power granted at first level that is normally useable for a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds 1/2 to the number of uses per day of that arcane school power.


Gnome:
Gnomes possess a deep thirst for knowledge that is surpassed by few. They love science and technology of all sorts, and are eager experimenters and inventors. They can most often be found in human or dwarven communities, and many, though certainly lot all, prefer living as close to the wilderness as possible, and they usually work as scholars, teachers, scientists, engineers, architects, rangers, or in some other profession that allows them to learn, build, experiment, or explore. They are also highly prone to wanderlust, and very often take up occupations that sound exciting to them.

Gnomes are the shortest race. On average they are about 7 to 8 inches shorter than a human, and slightly slimmer. They have about the same range of skin colors as a human, though bright hair and eye colors are somewhat common.

+2 Dexterity
Medium: Gnomes are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Gnomes have a base speed of 30 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light (see low-light vision.)
Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Tinkering: Gnomes gain a +2 bonus on Disable Device and Knowledge (engineering) checks.
Eternal Hope: Gnomes receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result.
Wanderlust: Gnomes receive a +2 bonus on Knowledge (geography) and Survival checks. When casting spells or using abilities that provide or enhance movement, gnomes treat their caster level as +1 higher than normal.

Alchemist: Add +1/2 to the number of bombs per day the alchemist can create.
Bard: Add 1 to the gnome’s total number of bardic performance rounds per day.
Druid: Gain energy resistance 1 against acid, cold, electricity, or fire. Each time the druid selects this reward, increase her resistance to one of these energy types by 1 (maximum 10 for any one type).
Fighter: Add +1 to the fighter’s CMD when resisting two combat maneuvers of the character’s choice.
Ranger: Add DR 1/magic to the ranger’s animal companion. Each time the ranger selects this benefit, the DR/magic increases by +1/2 (maximum DR 10/magic). If the gnome ever replaces his animal companion, the new companion gains this DR.
Rogue: Gnome rogues gain a +1 bonus on Disable Device and Use Magic Device checks related to glyphs, symbols, scrolls, and other magical writings each time they gain a level of rogue.
Wizard: Add +1/2 to the number of uses per day of arcane school powers. This increase only applies to arcane school powers available at 1st level and normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier.


Orc:
Orcs are a very old fashioned race. To most of them, family and community are more important than anything else. They prefer to live in their communities, and these communities are almost always rural. Although most (though certainly not all) are reasonably tolerant of outsiders, they are usually more comfortable with their own kind, and can be slow to make friends with non-orcs. Orcs are usually very religious, and produce the most divine spellcasters of any race, including the largest number of oracles. They are also thought of as being very good warriors.

Orcs resemble humans who are a bit taller than average, with skin that has a greenish, greyish, or brownish tint, a slightly stockier build, dark hair and eyes, and slightly larger, arrow shaped ears.

+2 Strength
Medium: Orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Orcs have a base speed of 30 feet.
Darkvision: Orcs can see in the dark up to 60 feet (see darkvision.)
Intimidating: Orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Ferocity: Once per day, when an orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Gods' Favor: Once per day, an orc may reroll any die and take the better result.
Hardy: Orcs gain an extra hit point each level.

Barbarian: Add 1 to the Half-orc’s total number of rage rounds per day.
Cleric: Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power.
Druid: Add +1 hit point to the druid’s animal companion. If the Half-orc ever replaces his animal companion, the new animal companion gains these bonus hit points.
Fighter: Add +2 on rolls to stabilize when dying.
Inquisitor: Add +1/2 on Intimidate checks and Knowledge checks to identify creatures.
Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Ranger: Add +1 hit point to the ranger’s animal companion. If the Half-orc ever replaces his animal companion, the new animal companion gains these bonus hit points.


Hybrid:
Hybrids are the offspring of unions of any of the other core races, or of other hybrids. Since their racial makeup varies wildly with the individual, it is impossible to generalize about their lifestyle or appearance.

+ 2 to One Ability Score
Multitalented: Hybrids choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Mixed Blood: Hybrids are treated as being all the races that make up at least 50% of their ancestry for the purpose of effects or prerequisites that involve specific races. They also gain +2 to disguise checks to impersonate these races.
Adaptability: Hybrids receive Skill Focus as a bonus feat at 1st level.
Jack of All Trades: All skill are class skills for hybrids.

Hybrids may choose the favored class options of any race that makes up at least 50% of their ancestry.


This thread is being used for campaign setting creation. Link.

To Do:
Write gnome racial role, traits, and favored class options.

Write orc racial role, traits, and favored class options.

Compile a list of common technology.

Prepare preliminary gun mechanics.

Write new Witch fluff.

Replace Fighter's armor training, and perhaps weapon training.

Will post here as things are finished. Questions/comments welcome.


Six Guns and Spellslingers is now called Devaia.

Journal.


Yea. I saw it while looking for another avatar that I saw and wanted (It's the one this alias uses), and I just had to have it for my main posting identity. It's awesome.


Linkified.

Thanks.

As I said earlier, this alpha is just to test some basic superhero mechanics, so it's small and only has a few features.


Purple Duck Games wrote:
Gothic Chocolate Creations wrote:
The alpha is ready. I just need to get it hosted somewhere, and it'll be up for download.

I could host this on file for download on the Modern Path page of the Grand OGL Wiki if that is what you are looking for.

- gedakm@gmail.com

Thanks for the offer, but I'm speaking to the GRC team about hosting at the moment. If that doesn't work out, I'll email you.


The alpha is ready. I just need to get it hosted somewhere, and it'll be up for download.


Yes, that's correct. Tomorrow afternoon an alpha playtest version of the Pathfinder Superheroes (tentative name) supplement for Game Room Creation's The Modern Path will be released. This is a preliminary version for playtesting, so not all features intended in the final release shall be present. The alpha contains rules for creating superheroes and the following superpowers:

Telekinesis
Accelerated Healing
Superhuman Attributes
Energy Projection
Intangibility
Elasticity
Animal Shapeshifting
Teleportation
Flight
Inorganic Shapeshifting
Force Fields
Attribute Boosting
Mimicry
Telepathy
Psychic Assault
Resistance

The purpose of this alpha is to test the basic superpower mechanics and some of the superpowers. The superpowers listed above are by no means all of the superpowers that will be in the final release. Furthermore, superpowers are by no means the only feature that shall be in the final release.

Who's excited?

Who likes the name Gothic Chocolate?