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GurgleGutbuster's page
Organized Play Member. 29 posts. No reviews. No lists. No wishlists. 1 Organized Play character.
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I'm running a campaign for a bunch of new and young players (like ten years old) and the question came up "Whats a deity?"
Well, I've honestly been over and done with the whole made-up gods and goddesses trope for a while. In my regular gaming group with older, mature players, it rarely came up. It was assumed that D&D religions, like real world religions were mostly just collections of rituals and beliefs. Clerics were powered by their own faith more than actual divine other-worldly beings. Also, I don't have any Golarion books, so I don't have a good idea of what the pathfinder pantheon looks like.
For this game, I plan on creating a setting inspired by the real-world silk road, and the varying cultures and countries that it touched. The game would begin after the crumbling of the "mongol" empire, a vast human khannate with numerous vassal states. It'd be a lil past 1400, early firearms are common place, and polytheistic paganism is no longer really the mainstream.
I was thinking about creating a dwarven originated monotheistic culture, with different sects. There could be the dwarven sect that believes dwarves are the chosen people and seek to return to the glory promised them in ancient prophecies, another sect that worships a mortal incarnation of this dwarven god, and a third that follows the teachings of a human prophet who forged an empire out of the disparate desert tribes in the central part of the super-continent.
In addition, there will be numerous animistic and shaman cultures, and a Hinduism parallel that takes polytheism to the extreme.
I'm thinking this will allow the players to pick any belief system they already know about and incorporate it into the game, making my job easier.
I've heard "Keep the real world out of it" before, but are there any other thoughts about this kind of an approach?
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The title says it. I'm throwing the classic base classes out the window. The only "casters" are gonna be sorcerer, druid, oracle, alchemist, and bard. I'm allowing psionics. The characters ride around in a dinosaur filled, wild-west meets Mount & Blade world exploring the ruins of long dead dwarven and elven civilizations. Oh yeah, none of the core races either. Except humans. No Elves, Dwarves, Gnomes, Halflings, or orcs.
The races I'm putting in are
Humans
Vaanara
Tengu
Half-Giants
All Goblins
Ophidian (though I want to modify them so their stats arent the same as the Vaanara's)
and a few others, I havent decided
Early firearms are commonplace, using Wounds/Vigor and Armor as DR
biggest question is: How would that armor as DR system work with touch attacks?
I see a few posts on these boards that make use of familiars with sorcerer builds. I thought only wizards and witches had familiars, where are the sorcerer familiar rules?

Who knows anything about Hanuman? The Monkey God of Hindu mythology. http://en.wikipedia.org/wiki/Hanuman
there's a link if you don't know much.
He's pretty much the most badbutt hero in an of the old epics, and I'd love to play a character that is (at least loosely) based on him.
The basic requirements for this character are
1) The ability to change his size, becoming very large or becoming very small. Shape shifting.
2) The ability to fly
3) Incredible strength
4) His tail has to do some cool stuff
5) Heavy, Heavy Immunity to fire
Hanuman, if I were to stat him out as he appears in the legends would probably be close to a CR 21 entity of sheer awesomeness, but as a playable character I'm willing to go with what I can get.
I'm thinking he should be a mystic theurge, with sorcerer and cleric levels, but also maybe some monk stuff in there. Here's where he'd have to start:
(I rolled for these stats)
Monk 1/Sorcerer 4/Cleric 3/Mystic Theurge 2
Str-16
Dex-20
Con-14
Int-12
Wis-18
Cha-10
Sorcerer Bloodline
Celestial (Empyreal)
Sorcerer Spells
0-Arcane Mark, Dancing Lights, Daze, Ghost Sounds, Prestidigitation, Spark
1-Ant Haul, Disguise Self, Enlarge Person, Reduce Person,
2-Bless, Bull's Strength, Resist Energy
3-Fly
Cleric Domains
Glory, Protection
And now its late, so I'll update more later. But yeah, how does that look so far?
The title says it all. Is this a legal Race for PFS? What build/Archetypes would be good? I was thinking a Master of Many Styles/Quingong Monk

So I had this idea for an opening module.
The Stadium in a huge city is packed with people for a huge event. Some of the PCs could be on the arena floor, some could be in the stands, some in the VIP box, I usually figure that out once I actually know who the characters are.
Anyway, this event. It could be as simple as gladiatorial matches, but it'd be cool to do something different.
At some point, after the event goes on for a while, there's a massive attack. The PCs would be starting at around level 7, but a CR 15 monster comes and starts blowing everything to hell. The city is basically taken over by Rakshasas or mind flayers of evil dragons or something, and then a huge part of the campaign would be fighting the invaders, or running for the hills, or going back in time and preventing the attack or something.
I'm thinking a ball game. Here are the rules I've devised so far. There are three teams,four players to each team. Each player has a different position. The Defender is like the goalie, they stand around the goal post beating on each other and making it hard for the other defenders to stop the ball. The Striker is the only player that can score. The Controller is the only player allowed to use magic, and the Captain is the player...well I'm not sure.
The goal is to get the ball through a hoop in the center of the arena. There are only 20 points in the game. Each team starts with six points, and two points sit in reserve. The first two points scored by any team are taken from this reserve, but subsequent points are subtracted from other team's totals.
The game ends when one teams gets all the points, or all the strikers have been killed.
It's a bit like quidditch in that it can go on forever.
What do all y'all think? Would this be a fun first session?

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I love monks. I love the flavor, I love the way they play, I love what pathfinder has done to them, but I loved them in 3.5 when a lot of their special abilities were pretty useless in the big scheme of things. I even loved monks in 4th edition, particularly my Elidran Monk in a Dark Sun campaign.
I've heard a lot of the arguments against monks, that they are dependent on multiple abilities, that they don't have the damage output of a fighter, that its hard for them to scale with other classes because of magic item limitations, that they are too soft, that they don't fit in the flavor, the list goes on I'm sure.
It seems to me that the biggest issue is that Monks do not have as easy a time fitting into the classic four. They are not immediately defenders or strikers, not controllers or leaders. They don't fight as well as a fighter, take hits as well as a barbarian, sneak as well as a rogue, and they have no explicit magic to speak of.
That sounds about right. In the real world (Its a game, I know, have fun) Monks don't fit in. They sequester themselves away from society, never becoming president, CEO, or MVP, but a chill monk is always cool to be around.
A Pathfinder monk should never be considered a drain on the party, and can always help here or there, in subtle ways. Because inner peace and spirituality are subtle.
I don't think every class should fit into one of four roles. Fourth Edition did that, and while it is a fine game, most of us are clearly playing pathfinder most of the time for a reason.
If you don't like monks, don't play them. If your DM can't accommodate a play style that is not Diablo-esq, that really sounds more like a personal problem than a problem with the Rules As Written.
This game is about having fun, telling a kick-butt story, and exploring other worlds and other kinds of people. I think the Monk Class lets players do that just fine.
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