Angazhani (High Girallon)

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CorvusMask wrote:

? Okay, I was confused, googled and still am confused

"If wishes were horses, beggars would ride" apparently is "which suggests if wishing could make things happen, then even the most destitute people would have everything they wanted"

Like, umm, what? This proverb doesn't make sense in this context because they wanted to have different look for hobgoblins and so they did

They have to have as different a look as possible for their goblins, hobgoblins, and so on because if their designs are too close to those of 3E (or anyone else's) they could get sued for copyright violations.

My wish would be that they could use a design that I, personally, happen to like better (which would be me getting everything I want). That bit of selfishness aside, I can appreciate what they are doing with the limits opposed on them.


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James Jacobs wrote:
That's a great look for a hobgoblin. It's also the 3rd edition D&D look for a hobgoblin, and that means we want ours to look VERY different. Which is a big part of why we went the route we did.

Yeah, I understand. If wishes were horses and all that. You're doing a good job.


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I think that it's a pretty interesting look, and I'm glad that they're trying to keep the Goblinoids thematic instead of them looking like completely different species.

For my part, I always liked the Hobgoblins who looked like burly, hirsute Elves (as can be seen here), and if I had a vote, I'd want all of the Goblinoids to have this sort of look.


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Deadmanwalking wrote:
Well, there aren't Domains in the mechanical sense largely because they wouldn't be very interesting for adventurers and other PCs.

While the PCs are important, from a world-building standpoint it seems really short-sighted and if you're into studying religions old and new (as I am) completely baffling. Fertility was considered super important - not just sex, but also abundance in terms of animals and plants.

While Nature can take care of Agricultural stuff, the focus is really more on the wild aspects of nature. It also doesn't have animal-related domain spells despite dealing with both plants and animals.

Quote:
As for why no God has them as areas of concern...several actually do. Pharasma is the Goddess of childbirth as well as death, and Erastil the god of farming as well as hunting, just as two examples.

I didn't say that none had them as areas of concerned. I even mentioned Erastil. I just thought that (as a concept) Agriculture is different enough from Nature to warrant its own Domain. Fertility, similarly, is (in my opinion) a concept different than either love or lust since it tends to focus on more than that.

Quote:
There's not a conventional fertility Goddess per se in the core 20 (and I think Calistria would be a bad fit for such a role, for the record), but you must bear in mind that the Core 20 deities are not really a pantheon in the sense of real world pantheons, where the Gods were all related and discovered/invented as a group. The Core 20 deities are only related inasmuch as they are the 20 most popular Gods in the Inner Sea region, not any other specific reason.

Personally I think that a Goblin goddess of fertility would have been highly amusing, but I do know what you mean. I look forward to more expanded materials because I like world building a lot. That's why I think details tend to end up bugging me.

Temperans wrote:

Well the Family and Passion domains kind of work depending on the fertility you are looking for and Shelyn is very much a love goddess. Nature fits good enough for agriculture as agriculture is kind of limited.

If you are willing to look at PF1e and port over a few subdomains or deities, then the Growth subdomains fits well with agriculture. And Love subdomain kind of fits with fertility.

(Btw Pharasma is also a birth deity since Pharasma's clerics also work as midwifes).

I honestly can see Agriculture as a subdomain of Nature since it deals with such a specific area. That said, I have real issues seeing Agriculture as limited in a wider view. Without agriculture, there could be no settled areas, no towns or villages or so on. People would likely still be hunting and gathering.

As for Fertility, again it gets important. It's probably less so on a world with healing magic where the death rate of infants is probably fairly low, but there are people who want to have a child or children and who would want to pray to someone for that to happen. Similarly, having fertile animals and crops would be important.


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In real mythologies it's hard to find ones where no agricultural deity exists sans those cultures that were hunter-gatherers. Erastil certainly has farming connections, but no actual Agricultural domain exists. Similarly, you can't throw a stick at a given pantheon without hitting some fertility deity and certainly Calistria could fit such a role.

Other domains might also be possible, but those two always stand out to me because they're so ubiquitous.


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I included two different possible Knowledge Skills below since criminology and forensics are different things, and it sounds like the skill you need is more forensics-related:

Knowledge (Criminology):

You have studied criminal behavior in order to better understand crime and criminals in general. You have not only knowledge of the nature of crimes and criminal behavior on an individual level, you have studied the causes of it on a social level as well. This includes knowledge of laws or customs used to manage, control, and punish various crimes. Beyond such studies, you also look into the prevention of crime.

Task DC

Know local laws, rulers, and popular locations 10
Know locations of local bars and taverns and their reputations 10
Know locations of local thieves or smugglers dens 15
Know a common rumor or local tradition 15
Know hidden organizations, rulers, and locations 20

Knowledge (Investigation):

You are skilled at picking out subtle clues that other people tend to miss. In addition you have a good knowledge of criminal behavior.

Task DC

Know local laws, rulers, and popular locations 10
Identify a creature’s ethnicity or accent 10
Identify a common plant or animal 10
Know current rulers and their symbols 10
Recognize a common deity’s symbol or clergy 10
Know locations of local bars and taverns and their reputations 10
Recognize common tattoos, piercings, or similar markings 10
Recognize uncommon tattoos, piercings, or similar markings 15
Know locations of local thieves or smugglers dens 15
Know a common rumor or local tradition 15
Know common mythology and tenets 15
Know proper etiquette 15
Identify an uncommon plant or animal 15
Recognize rare or exotic tattoos, piercings, or similar markings 20
Know line of succession 20
Know hidden organizations, rulers, and locations 20
Know location of nearest community or noteworthy site 20
Identify a rare or exotic plant or animal 20
Accurately identify a substance or material Varies*
-Mud, blood, wool, or other common substance or material 10
-Wood or metal shavings or similar particulates, silk or other 15
uncommon materials
-Exotic materials 20
*With proper equipment such as chemicals, magnifying glasses, microscopes, and so on, the DC goes down by 5. Knowing exactly where something came from either increases the DC by 5 (knowing that the mud on someone's shoes came from a particular location in town is a DC 15) or requires an appropriate roll in another area (identifying some plant material, for instance requires a roll under identifying plants or animals).

Optional Rule: Monographs:

Holmes rather famously wrote a few monographs on different subjects. If a character has extensively studied a particular area and spends a full round in observation, the character may always take ten on the results, regardless of the normal DC check (unless the character is under attack or similarly distracted or unable to examine). A character may have three monographs per +1 Intelligence bonus. The areas for a monograph must be separate, though correlated topics are allowed within one. A study of cigarette and cigar ashes, tattoos and their inks, or ear shapes would be three examples of separate monograph areas.


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Actually not quite that, but similar theological flummery. Basically, I'm struggling with a problem we don't usually have to deal with on Earth: how many deities of the sun or moon can there be?

Here deities aren't real (if they are evidence is lacking), but in Pathfinder they certainly are real and have real (even testable) effects. So on Earth you can have a thousand deities of the sun being male or female or whatever and there's no conflict of reality since it's just made up. Similarly with the moon. But in Pathfinder there is a real deity of the sun/moon and (presumably) only one.

This means the Gnolls can't believe there's a Gnoll sun goddess and Humans believe there's a Human sun god and both be right (unless the deity is changing gender and species which, while possible, seems like a lot of work). It's also equally possible something powerful enough is pretending to be said deity, but that also seems like something the real deity would want stopped pretty quickly.

So is there a good way to accommodate multiple views of a singular deity outside trickery or should everyone worship the same deity of sun/moon?

Note: I'm specifically referring to deities of the sun and moon because there tends to be only one of each, so there's not a lot of ways multiple deities could claim it. I have no trouble with multiple deities of war or weather since they could be fairly local.


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RickDias wrote:

A little blurb about how GMs need to warn/advise players about anathema/falling behavior and discuss it, to see why the player's doing it, would go much further than several pages on gradual fall rules.

Imagine something like this at the end of the Anathema rule: "If a PC undertakes actions that would violate their Anathema, the GM must pause play to discuss this with that player and request an explanation for why the PC is doing that. It may be they have a legitimate reason that is consistent with their faith; if so, no 'fall' occurs. If they don't, the GM should explain what the issue is and give the player a chance to retract that action. Excessive incidents requiring the GM to pause the game in this way are grounds for, at GM discretion, waiver of Anathema protections and the PC may fall without further consultation."

PFS Organized Play could set their own standards for what 'excessive' is.

I agree with most of this, but I'd argue there are two varieties of 'excessive incidents' - the first being a player that seems to constantly want to violate their codes (forgetting happens, as do unfortunate situations, but a player should have a fairly good idea of acceptable behaviors).

The second is that the GM asks constantly even when the player is acting in good faith or clearly not trying to violate their codes - in other words, the GM is constantly looking for a reason to strip the player's character of powers and could use the 'excessive incidents' waiver as a way to do it.


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Rogar Valertis wrote:

It's not about the people I play with. It's about people asking no rules or limitations of any sorts over their actions.

It's very simple: unlike a paladin a cleric is someone who is always granted power by a deity. This superior being gives fantastic abilities to its most devout followers in exchange of their faith and devotion. If such followers act against the requirements of their deity in a sustained or particularly blatant way the deity notices. Depending on the nature and gravity of the offense it can warn its sinning follower, punish him or even strip him of his powers. This is nothing new and the GM has the power to implement such "punishments" if he sees fit. This doesn't mean the GM should do so lightheartedly or arbitrarily, of course but a player should not expect to play a cleric and be allowed to act against his deity's tenements with no retribution incoming.

As was mentioned, Clerics could get powers from faith in a particular philosophy. Even Paladins are considered especially blessed by the deities or are particularly notable adherents to a philosophy. The issues, which many have noted, are that there isn't a warning mechanism (the GM must remind the player that an action may be a violation) and there is no 'degrees' to falling - that is, either all the powers are there or they are all gone. There's no slow weakening or removal of minor powers for minor violations or similar.

If there's going to be anathema the rules should state that a GM must provide a warning to Clerics and Paladins when the player is about to have their character perform an act the GM thinks would qualify for a fall. This would allow the player to at least know the consequences and reconsider rather than having it happen afterwards ("Oh, you didn't remember that was a violation? Too bad. You're still stripped of all your abilities.")

Quote:
Asking for codes of conducts to be removed "because unscrupolous GMs may use these rules to stip away a cleric's powers" is not even an argument. A bad GM already has the power to do that, code of conduct or not.

A GM cannot normally strip Wizards, Fighters, Rogues or similar of their abilities outside some in-game event (ability drain, for instance) and certainly not because of a feature mentioned in their classes that can be too broadly interpreted.


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AaronUnicorn wrote:

If you set it up so that there is no other option? Sure, it's a Gotcha. That wasn't what I described. I described a scene where the flow of battle had gone such that the Paladin's weapon had been sundered (a not wholly untypical tactic in many printed modules/APs), the other allies had been downed and, at that moment, the closest available weapon was envenomed.

The Paladin has lots of options. Unarmed combat (with Smite Evil). Take the actions to go to another downed ally who is further away to get a different weapon. Or to pick up the envenomed weapons *knowing* the consequences.

I think it all boils down to this: no one is comfortable with the idea of a GM being able to control whether or not ones character can actually do what their class is supposed to be able to do.

This isn't like a situation where a Fighter or other martial loses a weapon - such can always find another and can still fight in other ways while weaponless. This would be more equivalent to a Fighter not only losing their weapon but also literally being unable to fight thereafter. Feats? Gone. Class Abilities? Gone. Anything that literally made you a Fighter? Gone.

It wouldn't matter that the rules were made to add flavor not to punish the players - the fact is the GM can make such a ruling because it is in the rules.


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So tell me if you heard this one before: a Paladin trips on a rock and when he gets up the GM tells the player the Paladin no longer has use of any class powers at all. When the player asks why the GM replies "Your Paladin fell".

As has been said, without even knowing almost anything about Anathemas, folks are making a lot of assumptions - the main one being that the GM will use it as a way to ruthlessly control players who dare to be Clerics just the same as with Paladins.

If one is against said classes then simply eliminate them. It's cruel to let players choose them then go out of ones way to utterly depower them for facetious reasons.

Even if there's something in the books specifically prohibiting this sort of behavior on the part of the GM there are still going to be some folks who will do anything to mess with their Players even though this is supposed to be a fairly cooperative story-telling game.


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Additionally, I'd love to see the Moon have its own domain rather than being a subdomain. I would also like to see Sleep and Dream being subdomains of either Darkness or Night (in fact, I could see Night as a main domain with Darkness, Dream, Sleep, and Stars being subdomains).


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Captain Morgan wrote:

What would an Agriculture domain even look like? It seems like all the domain spells would be relevant to farming, not adventuring.

Not saying it is a bad idea, I am just curious what sorts of abilities you think would befit it.

Well, from a world-building perspective there really ought to be variants of classes that would focus more on their communities or non-adventuring areas. But here's what I'd go with for an adventurer using the old system:

Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domestication (Su): Once a day at 8th level, you can cause one animal to become tame and friendly towards you and neutral towards your allies. The animal thereafter acts as if it were an animal companion. At the end of the day the animal will stop acting like an animal companion, but will remain either neutral or friendly towards you and your allies if it was treated well. You may only have one animal so domesticated at a time, but can renew the effect on the same animal multiple times.

1st—bless, 2nd—calm emotions, 3rd—plant growth, 4th—dominate animal, 5th—spell resistance, 6th—heroes’ feast, 7th—refuge, 8th—control plants, 9th—heal (mass).

It might work as a Community subdomain, but I'm not sure how to fit it in.


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I was wondering how the Domains will be this time around. I'm really hoping you will include something for Agriculture - a huge number of real life deities dealt with this. I know there's been Plant and Animal but it generally seems those are more for wild animals and plants rather than domesticated ones.

Will Clerics still have weapon and armor proficiency or will that vary by deity? How will they and Druids be different?


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thaX wrote:
My guess on that first question is that those are typically "evil" races that a heroic character would not normally be. Playing the bad boy ancestry (race) was a thing back before PF was published, with all those wacky "good" Drow running about.

Yeah, but it's something that always ends up bothering me. I mean, individuals are, well, individual and saying 'every one of [X] is ALWAYS EVIL' just never made sense. Plus it leads to justified genocide which is never a good thing. I have zero tolerance for 'good' people that think killing baby orcs/goblins/etc. is somehow a 'good' act.


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I'll also go with the Brute if only because it's a terrible thing to force someone to attack their companions. However, my personal peeve is the Archaeologist. It's not terrible in the way most of the archetypes mentioned are, but it replaces so much of the Bard's class stuff that it would be better off as its own class.


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Dragonborn3 wrote:
Golorian's atheists are different from ours.

I always thought they sounded a bit more like alatrists - folks who acknowledge deities exist but that such entities are not worthy of worship.

An athiest (or alattrist) vampire might have to react to holy symbols because whatever is animating their body now is repelled by whatever forces are behind the symbol the same way two magnets with the same polarity might repel one another.


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Cattleman wrote:

I've honestly gone total 40k with Orks/goblins.

____________________________________________
Goblins (and their small kin) are a subset of the fungus-based Ork society, that grows in the ground as a result of releasing spores. There are no Half-Orcs, and the distinction between Orc and Goblin languages and culture don't exist. Additionally, there are thusly no "female" orks (and the orks that exist aren't really "male"; just "default.")

Orks brutalize goblins into slavery and fight for the hell of it, growing as they do so and brutalizing eachother as a way to gain control of enough orks to attack other cultures/civilizations (including others orks.)

They grow not only themselves, but entire ecosystems (their goblin slaves, their Squigs of various sorts, happenstance things like more mushrooms of a kind in the area, and of course.. more orks.)

I also mixed in some TES kind of lore, that they're basically Dwarven level artificers in the strength/quality of their stuff, but are extremely unwieldy/heavy. This allows me to suit them in some impressive armor/weapons without giving it to the party all the time.

This makes them distinctly different in how they approach life as their stable society is really just a build up for war and it makes their suicidal viking charges very in-line with their ecology.

They like things that are Orky ('Uge, tuff, stompy, smashy, and loud) and "infest" areas simply by being there; requiring a purposeful purging of Fire or Holy magic to get rid of.

Cooperation with Orks goes only as far as you can physically dominate them in Orky fashion, and as long as you pay them with precious metals or weapons to build an arsenal that they will assuredly use against you at some point if not killed beforehand.

They aren't dumb, but they are single minded in purpose. Their societies are brutal, violent, and barbaric in the extreme; with games among them easily resulting in death to the entertainment of their brethren. There is no loyalty other than to strength, and there there is no society other than to advance war upon others.
_____________________

What can I say, I like the 40k take on orcs, and I am loathe to give it up. The lowliest ork I have is an Orc with Barbarian 3 or 4 on it, making them tough-per-dude; and when you see multiples (especially in Armor) they'll give you a good smashin' if you don't play it safe.

A blight upon the planet I tell you!

This is certainly an interesting take on Orcs and Goblins. They sound like fungis to be around - or is it 'the spore you know the spore you understand how little you know'?

DungeonmasterCal wrote:

Ever hear of the ancient Chinese admiral Zheng He? He commanded an immense fleet of exploratory ships that traveled as far as Africa and Arabia trading goods back and forth. His flagship was 4 decks high and carried over 400 crew and soldiers. It was 120 meters long. There were ships that were entirely dedicated to treasure, feeding the immense number of crewman, and warships. It's pretty amazing. I could use the junk style ships that he used. Thanks!

Yep, that's actually who I was thinking of when I made the suggestion. It seemed like it would fit pretty well with your hobgoblins.

DungeonmasterCal wrote:

In my homebrew, Orcs cannot interbreed with Humans. They are wandering nomads and raiders, using metal weapons when they can steal them through raids, otherwise they they use crude weapons made of wood or stone.

What I use for Half Orcs I renamed the Guti. While similar to Orcs in many ways as far as their lifestyle and beliefs are similar, they are still a distinct race from the Orcs. They are more sophisticated, having yearly gatherings where tribes gather from all over the realm to celebrate, fight, drink, feast, trade, worship, and perhaps most importantly, forge new weapons of war, as their wandering lifestyle makes that difficult. Calling one a "Half Orc" is sure to start a fight. They range from all across the Sing Grass Sea (the prairies) to the Pillars of Heaven (a mountain range based on the Rockies). Many tribes also wander the deserts of the southwest part of the continent, as well.

They are not green skinned. That's always bugged me. They do have dark brown to dark grey skin that that often cover in tattoos and warpaint, the designs of which can be very intricate. Ritual scarring is also very important to them.

Magic users are rare among them, witches being the primary arcane magicians. They are animists, worshiping the spirits of animals and in some tribes their ancestors. Clerics are virtually unheard of, but oracles and shamans abound.

This sounds very cool! Their culture and religion doesn't sound too far off for the variant of Orcs I created here.

The green skin never bugged me, exactly, but I always thought it would be interesting to expand the color palette more. I sometimes play with the idea of Orcs being colored and shaped like Night Elves from WoW but with blue and green also possible.


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Orcs and Goblinoids tend to get the short end of the development stick. If they have any societies, they tend not to be nice ones and life as an Orc (or Goblinoid) is usually nasty, brutish, and short.

But it doesn't have to be. So in honor of the month I'm opening this thread for anyone that wants to try to create alternative Orcs or Goblinoids. The idea would be to treat them as if they are a PC race. I've taken the official description and altered it a bit:

Orcs are courageous, warlike, and honorable. They respect strength and power but also admire wit and song. On an almost instinctive level, orcs love a good challenge - whether mental or physical. When not in battle, they spend their time either farming or playing games of physical or mental prowess. Though they are willing to battle, they are not butchers and do not consider it to be honorable to fight someone weaker than them. Their bellicose yet honorable attitudes often confuse races around them who don't understand that, to an orc, a good fight is a way to make a great friend.

Physical Description: Powerfully built, orcs typically stand just a few inches taller than most humans but have much greater muscle mass, their broad shoulders and thick, brawny hips often giving them a slightly lurching gait. They typically have green skin, dark hair, reddish eyes, pointed ears, and protruding, tusk-like teeth. Males can grow beards, but tend to prefer stubble. This makes them look roguishly handsome. Females tend to have the same proportions as their male counterparts. This gives them an Amazonian physique. Orcs consider scars a mark of distinction but also enjoy detailed tattoos.

Society: Orcs usually live in farming or fishing villages. They settle disputes by fighting with specific types of fights depending on the nature of the dispute. Such fights rarely end in death, but the loser is expected to honor the results. Every year there is a competition involving tossing heavy object, balancing on logs in water, wrestling, and similar competitions. Besides the physical competitions there are also singing and story-telling competitions as well as other mental games. They keep their buildings in good condition and consider uncleanly conditions a sign of disrespect to the whole community.

Relations: Orcs admire both strength and wit and are willing to befriend other races. Their often overtly boisterous behavior and unwillingness to back down from a challenge, however, can cause issues at times.

Orcs like the hardihood and honor of dwarves but can't understand their stoic attitudes or love of things constantly remaining the same. They are particularly fond of dwarves when it comes to drinking games. Orcs tend to find elves too snobbish for their tastes. The fact that both elves and orcs can hybridize with humans is a matter of some speculation of a common origin - a topic orcs are particularly fond of bringing up around elves since it tends to make them squirm.

Orcs are fond of halflings and gnomes, appreciating the homely touches of the former and the free spirits of the latter, though they do sometimes find the halflings a bit too eager to settle down and the gnomes a bit too weird at times.

They are happy enough to live and work with or next to humans, and the number of half-orcs testifies to this. They tend to treat half-orcs much as they treat other full orcs. They have a special fascination with half-elves and wonder what connection it implies between themselves, elves, and humans.

Alignment and Religion: Orcs are both honorable and somewhat aggressive, brave and loyal. They tend towards neither chaos nor law, but their honor and loyalty usually outweigh their more warlike ways, so they also tend towards good. Orcs tend to have shamanistic or druidic traditions, but they also have specific deities of war, weather, strength, and fertility.

Adventurers: Most orcs tend to get a form of wanderlust around the time they start becoming adults. They are encouraged by their parents to go adventuring. Sometimes they will be part of raiding parties and sometimes part of exploring and trading parties. Other times they make their way across the land seeing new things and trying their strength. Most end up going back home richer, wiser, and stronger - thus strengthening their communities.


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I want to thank everyone that's participated so far in this. I want to reemphasize that this thread is just to find out why folks think the Fighter shouldn't (or should) have magical abilities, not a thread to "fix the Fighter". One can't shake an undead stick without hitting a "fix the Fighter" thread around here.

So far the answer seems to be that a Fighter with magic is a Magus or Cleric or similar and the class concept of the Fighter is a mundane warrior. No one's yet discussed what a Fighter with psionic abilities counts as, though.


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Daw wrote:

Being "Right" is very important to a lot of people.

Since this is all preference and opinion, you can't ever be "Right".
A lot of people make the illogical step that they must then show that opposing opinions are Wrong. Note that there is less of this going on in this thread than I have seen elsewhere.

This is getting near very near some core beliefs about what the basis of fantasy role play is, people hold up the Fighter as the one of the last "Pure" classes left. Often the same ones that are so disappointed with them, or will never actually play one. Now this next bit is going to come off rather Snarky, but necessary. That "Pure" fighter has not existed since Feats were brought into the game. It really has never existed except in the lowest levels where magic items did not play a powerful role. (This is probably where a lot of interest in low magic settings comes from.). I have to mention, that in a game that demands higher and higher levels of specialization and optimization, the "Pure" fighter concept is really unplayable without additions to combat rules that take away from the "simple" feel of the fighter.

I fear that there is no real way to address this.

My whole point in starting this was to find out folks opinions on why the Fighter should (or should not) have magic. Part of the reason was not only because of the Magus but also because in 5E there's a variant of the Fighter that incorporates magic.

In addition, at some point Fighters generally end up using magic in a second-hand way via armor and weapons that are enchanted or potions that increase their stats, heal them, or so on. There's nothing particularly wrong with wanting low-magic settings except where it basically become punishing magic-users for being magic-users. I feel the opposite is true as well. If one is running a high-magic campaign there ought to be a way of addressing no-magic characters/classes that doesn't amount to sadistic glee at their inability to do anything useful.


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Farael the Fallen wrote:
SmiloDan wrote:
Is it the Last World or the Lasting World? The world that will persist after all the others have fallen? Is the world the tail-end of the Ouroboros and about to be devoured by the First World? Is the Ouroboros a world-spanning train?

This is the start of Day 3:

My hook is The Last World. At this point in the World Creation process I am trying to find that out. The hook has a double meaning:

1) It is the last, fantasy-type world that I will ever try to create.

2) It is the last world in this fantasy-type world concept. That could mean a lot of things.

At this point point I am really liking a concept that has some Steampunk, some post-apocalyptic, and even some He-Man and the Masters of the Universe. Basically any idea that forms around the hook.

Also what is the Ouroboros? My belief is that the First World is our Earth, because this is where it all begins.

An Ouroboros is a snake that eats its own tail so that if forms a circle. It begins where it ends or ends where it begins.

Visionaries could help with the post-apocalyptic theme as could Thundarr the Barbarian. Then too there's Cadillacs and Dinosaurs.


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I have been playing around with the idea of a world based on such sites as Neopets and Wizard101 where there are distinct, thematic areas.

More specifically, I was thinking of starting a world that is set around the late stages of the Industrial Revolution (or its equivalent), so around 1820-1840.

This would, to some degree, have steampunk. There would be flying ships and trains, but I'd like there to be parts of the world that are still unexplored.

Additionally, I'd like to incorporate some things that come from beastiaries that could make interesting flavor. For instance, having agates have the extraordinary ability to find pearls. Maybe include creatures like the muscaliet that tend not to get used.

I've been (slowly) trying to develop my own gaming system. I may post some of it tomorrow.

Farael, are you looking for any particular advice or help?


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A fantasy world based on novels where the Mary Sue/Gary Stu protagonist has sex with anything that moves and becomes a deity whose every whim somehow subtly influences the world. PCs are all secondary characters in the setting and may end up dying to save the protagonist, having sex with the protagonist and becoming part of the protagonist's orgy, or both.


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Melkiador wrote:
Since they're from another world, you could just say their abilities are higher because Earth people are relatively better on that planet. Maybe the air is richer and the gravity lower in the fantasy world.

Sure! The sun could trigger a photosynthesis-like process in their cells imbuing them, over time, with great strength, invulnerability, flight, the ability to shoot lasers from their eyes, and a vulnerability to glowing green rocks from their destroyed home world!

...Wait...their home world was never destroyed...

If the world acts according to how recognizable fiction works then it would make sense for people to recognize things. It really depends on how meta you want things to go.


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88 Raptoran
23 Lizardfolk
39 Kobold
78 Vodyanoi
24 Ratfolk

Looks like a warm, tropical world. I think that the Aarakocra, Grippli, Vanara, and Locathah are probably going to be here too. I'm going to try and think up more details.


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Not much work, but there would be issues. If the world has a large-sized empire or country of any sort that is a powerful influence on the world, there will be a common language of some sort. In the real world English could be considered "common" since most people tend to learn it due to the political, military, and monetary power of English-speaking countries.

Other languages that could be considered "common" are Spanish, Hindi, andMandarin Chinese simply by sheer number of speakers.


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So, using the Thirteen Primes found in the Aligned continuity (which can be found here), I came up with five domains for each of the Primes listed as well as any subdomains I thought might apply.

I really wasn't sure if this should have been here (I mean, I'm converting Transformer quasi-deities into real ones) or homebrew. In any case, any thoughts or suggestions would be appreciated.

Prima: Glory (Heroism, Honor), Good, Law (Judgement, Loyalty), Sun (Light, Revelation), and War (Duels)

Vector Prime: Good, Time [Purple Duck Games], Travel (Exploration), Void (Dark Tapestry, Isolation), War

Alpha Trion: Good, Healing (Restoration), Knowledge (Education, Espionage, Memory), Rune (Language, Legislation, Wards), War (Tactics)

Solus Prime: Artifice (Construct, Industry, Toil), Good, Healing (Restoration), Strength (Resolve), War

Micronus Prime: Community (Cooperation, Education, Family, Home), Good (Friendship), Protection (Defense, Fortifications), Travel (Trade), War (Tactics)
Alchemist Prime: Air (Cloud, Wind), Earth (Metal), Fire (Ash, Smoke), War, Water (Ice, Rivers, Oceans)

Nexus Prime: Chaos, Community (Cooperation), Good (Friendship), Trickery, War

Onyx Prime: Animal (Feather, Fur), Good, Scalykind (Dragon, Saurian, Venom), Vermin, War

Amalgamous Prime: Chaos (Revelry, Whimsy), Good, Liberation (Freedom), Trickery, War

Quintus Prime: Animal, Good, Knowledge (Education, Thought), Plant (Growth), War (Tactics)

Liege Maximo: Charm, Evil (Corruption, Fear, Plague), Law (Legislation, Slavery, Tyranny), Trickery (Ambush, Deception, Espionage, Greed, Innuendo, Thievery), War (Tactics)

Megatronus: Chaos (Entropy), Darkness (Loss), Destruction (Hatred, Rage), Evil, War (Blood)

Optimus Prime: Good (Friendship, Redemption), Healing (Restoration, Resurrection), Liberation (Freedom), Nobility (Leadership, Martyr), War

Note that since their origins dictated they were brought into being specifically to fight Unicron, I gave all of them the War domain. I'm willing to change this if someone can give me a good reason.


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The Pale King wrote:

@Indagare: Deities would be a fad to some and a way of life to others. They would not be like most D&D settings where they definitely exist, but when confronted with divine power even the most practical of minds may revise their thinking. I like the idea of a lamplighters association which is a cover for a large religious organization that worships a god/goddess of light.

@Indagare and Daw: Definitely going for what Daw said when it comes to Elves.

Okay. Do you think that at some point the Elves might be tempted to summon in the Fey for help - possibly opening a portal between worlds? It could even be a world within their own system (something like a Mars analogue but obviously hospitable).

Do you think there's anything like Skull Island or a similar area of large critters long thought extinct?

Are there dragons here?

Are any of the humanoid races like catfolk and ratfolk the result of experiments ala The Island of Doctor Moreau?


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How willing are you to go into the lighter areas of this setting? Sherlock Holmes was written during this time period as well. Then too there are stories by Jules Verne and H.G. Wells - the latter of whom had an alien invasion story!

For the Elves, do you see them being encroached upon in places ala Native Americans or possibly more like some oriental societies? There could be a lot of interesting potential fro Elven Druids who make pacts with werewolves in order to fight back against encroaching civilizations.

Where do the deities (if any) fit in all this? I imagine that those gas lamps you mention must have some form of holy protection on them to keep various creatures at bay.


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Going to the Mayo Clinic here:

Quote:
Post-traumatic stress disorder (PTSD) is a mental health condition that's triggered by a terrifying event — either experiencing it or witnessing it. Symptoms may include flashbacks, nightmares and severe anxiety, as well as uncontrollable thoughts about the event.

I would probably argue that a low-level spell like remove fear and calm emotions could probably suppress it while in effect, but it probably would take restoration or a similar effect to permanently heal the person.

It also seems very likely that something like Telempathic Restoration or Transfer Fear would also work.

Also remember, PTSD has been effectively treated in real life through non-magical drugs and counseling. If you can't get to restoration, it might not be needed if the character can get non-magical aid.


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Can anyone recommend a good way to create maps for various settlements?

I'm planning on a metropolis about the size of modern London that's going to be a major hub of trade - but London is some 607 miles square. That's quite a lot to map. I'm not sure what a good ratio is (is 1 mi = 1 in means making a map a bit more than 24 * 25 inches!) and part of my problem is that I'd like to include a lot of streets (though I probably don't have to include all of them, main streets and major side-roads would be a good idea).

I know that this isn't as large a problem the smaller you go (a thorpe would possibly consist of a handful of houses at best), but any advice would be appreciated!


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Another issue you might face is that fairy tales tend to be very self-contained. The story tends to surround just one character (though "the Fool of the World and the Flying Ship" gets a party of sorts) and how that character deals with a specific situation (generally getting out of poverty). If you're going to adapt these tales for a group, you need to figure out not only how they get involved but how it's going to lead to other adventures.

In a lot of stories it's not about being more physically powerful or even magically powerful (most characters would be of the Aristocrat, Commoner, Expert, or Warrior classes rather than the usual ones) but being much more cleaver than your opponent(s).

Kindness and cruelty are usually rewarded and punished. Of course, the stories don't get into why evil characters haven't been punished already for their wickedness.


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There's also some things you might want to add that Pathfinder doesn't have.

For instance, fairy tales are rife with talking animals. How humanoid they are tends to vary by tale, but they at least seem to be able to build houses ("The Three Little Pigs" [TLP]), capable of cooking (TLP, "Goldilocks and the Three Bears" [GTB]), able to buy from humans ("The Wolf and the Seven Young Goats" [WSYG], TLP), and disguises (particularly the Wolf in TLP, WSYG, and "Little Red Riding Hood" [LRRH]. They are often shown wearing human-like clothing in illustrations too.

At the very least talking animals can probably do something like the Hegeyokai do sans looking human.

Trolls and giants are sometimes mentioned too, though fairy tale trolls are a good bit different than Pathfinder ones. I might even suggest for Elves that you make them the Fey type rather than humanoid.

It could be some cross between Gnomes and Dwarves could work here.


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Dasrak wrote:
Quote:
Non-Alignment Domains (5d8-4)

This method of generation is no good; it has ludicrously uneven odds, with the most common domains literally being thousands of times more likely than the least common. The only way to get the air domain is to roll 1 five times in a row, which is nearly impossible (1 in 32,768 chance) whereas there are a huge number of combinations of dice rolls that will create the number 19. Specifically, there are 2,460 different combinations of 5d8-4 that will total to 19. Needless to say, this is not a fair selection method.

If you want to do a physical die roll, the most sensible way is to roll (1d4-1)*10 + 1d10 and reroll as necessary. If you don't want to reroll, you could take advantage of the fact that 32 is a power of 2; a formula of 1d4 + (1d4-1)*4 + (1d2-1)*16 will get you a uniform distribution between 1 and 32 with no need for rerolls. I'd recommend just sticking with the reroll, myself ;-)

Thanks! I knew the math was horribly wrong, but I had no idea how to fix it. I mostly just wanted to include the subdomains alongside the domains so folks wouldn't have to keep looking those up. I had hoped that folks might instead just use the random number generator to get numbers from 1 to 32 (or 34, as the case may be). I suppose someone that got both the Druid Domains and filled all the others could ignore a roll somewhere. The alignments would probably be better with two 1d3 rolls, as has been mentioned before. It could be done on a 1d6 with 1-3 being one set and 4-6 being another. Possibly 1 = Evil, 2 = Good, 3 = Neutral: 4 = Neutral, 5 = Lawful, 6 = Chaos.

Anyway, let's see what I come up with using the 1d10 for alignment.

1. 6 = NE {Corruption}
2. 9 = Earth {Radiation}
3. 27 = Trickery {Deception, Innuendo}
4. 32 = Ruins
5. 22 = Rune (Language}

Eratir Otang

What comes from the earth belongs to the earth and Eratir wants to ensure that anything so taken is returned. He is familiar with ancient civilizations and their secrets and will willingly teach them to anyone who asks. He does this because he knows that anyone asking will sooner or later use that knowledge and bring about more glorious ruins for Eratir to claim. He thus encourages his followers to share lost lore that will bring about the destruction of a given civilization.

His symbol is a broken tower. His favorite colors are earthy brown and stone grey. His favorite animal is the cockroach.


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I'll put in my own version of this. It includes all the subdomains as well as the Druid domains. I gave them the option to reroll so if someone wants to use them, they can, if not they don't have to:
*
*
*
*
Alignment Domain Roll (1d10)

1 CE
2 CN
3 CG
4 NG
5 NN
6 NE
7 LE
8 LN
9 LG
10 Reroll

Chaos Domain:

1 Azata
2 Demodand
3 Demon
4 Entropy
5 Protean
6 Revelry
7 Riot
8 Whimsy

Evil Domain:

1 Cannibalism
2 Corruption
3 Daemon
4 Demodand
5 Demon
6 Devil
7 Fear
8 Kyton
9 Plague

Good Domain:

1 Agathion
2 Archon
3 Azata
4 Friendship
5 Redemption

Law Domain:

1 Archon
2 Devil
3 Inevitable
4 Judgment
5 Kyton
6 Legislation
7 Loyalty
8 Slavery
9 Tyranny

--------------------------------------------------------------------------- --------------------------------------------------------------------------- ------------------------------------------------------------------
Non-Alignment Domains (5d8-4)

1 Air Domain:

1 Cloud
2 Wind

2 Animal Domain:

1 Feather
2 Fur

3 Artifice Domain:

1 Construct
2 Industry
3 Toil
4 Trap

4 Charm Domain:

1 Love
2 Lust

5 Community Domain:

1 Cooperation
2 Education
3 Family
4 Home

6 Darkness Domain:

1 Loss
2 Moon
3 Night

7 Death Domain:

1 Murder
2 Plague
3 Psychopomp
4 Undead

8 Destruction Domain:

1 Catastrophe
2 Hatred
3 Rage
4 Torture

9 Earth Domain:

1 Caves
2 Metal
3 Radiation

10 Fire Domain:

1 Arson
2 Ash
3 Smoke

11 Glory Domain:

1 Heroism
2 Honor

12 Healing Domain:

1 Restoration
2 Resurrection

13 Knowledge Domain:

1 Aeon
2 Education
3 Espionage
4 Memory
5 Thought

14 Liberation Domain:

1 Freedom
2 Revolution

15 Luck Domain:

1 Curse
2 Fate
3 Imagination

16 Madness Domain:

1 Insanity
2 Nightmare

17 Magic Domain:

1 Arcane
2 Divine

18 Nobility Domain:

1 Aristocracy
2 Leadership
3 Martyr

19 Plant Domain:

1 Decay
2 Growth

20 Protection Domain:

1 Defense
2 Fortifications
3 Purity
4 Solitude

21 Repose Domain:

1 Ancestors
2 Psychopomp
3 Souls

22 Rune Domain:

1 Language
2 Legislation
3 Wards

23 Scalykind Domain:

1 Dragon
2 Saurian
3 Venom

24 Strength Domain:

1 Competition
2 Ferocity
3 Fist
4 Resolve

25 Sun Domain:

1 Day
2 Light
3 Revelation

26 Travel Domain:

1 Exploration
2 Trade

27 Trickery Domain:

1 Ambush
2 Deception
3 Espionage
4 Greed
5 Innuendo
6 Thievery

28 Void Domain:

1 Dark Tapestry
2 Isolation
3 Stars

29 War Domain:

1 Blood
2 Duels
3 Tactics

30 Water Domain:

1 Flotsam
2 Flowing
3 Ice
4 Oceans
5 Rivers

31 Weather Domain:

1 Seasons
2 Storms

32-34 Druid Domain/reroll:

32 Ruins
33 Vermin
34 Both (to allow for the possibility of having both of them without having them as the result of two separate rolls within the table proper)

35-36 Reroll:
Because 6d6-5 would give 31 and I can't figure out a math equation in die that will exactly equal 32.


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SilvercatMoonpaw wrote:
Indagare wrote:
59. Dyer Unicorns
At first I read this as "Dryer Unicorns and was trying to figure out if they were some reference to a dryer sheet commercial.

No, Dryer Unicorns are the bane of brewers everywhere: they turn wine into water and beer into lemonade.


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59. Dyer Unicorns
These look almost like regular unicorns, but have rainbow-colored manes, tails, and 'feathers' around their hooves. They also tend to sparkle. They like nothing better than to make things more colorful. Many an adventurer has awoken in the morning to find their gear suddenly bright and clean-looking. The effects usually fade after a few days, but there have been cases where the newly colorful gear is permanent. They always have a +6 bonus to appraise any form of painted art.

60. Glow moss
Found in underground places of all varieties, this moss has the relative luminescence of a torch in small clumps, but can be brighter in larger clumps. It primarily attracts insects, which it captures and eats but also serves to provide illumination for any race that doesn't have low light or dark vision. It doesn't fare well above ground, but will cling to torches and doesn't need much maintenance other than keeping it in dark places with a goodly supply of insects.

61. Vampire Plants
A well-known phenomena: any fruit or vegetable left in a field or orchard unharvested for ten days past when it is ripe will turn "vampiric". They are easy to distinguish from regular fruits and vegetables by the blood-like markings around the rind and shriveled appearance. Lacking teeth, they can only attack by hurling themselves at an opponent in hopes of bludgeoning it to death. Most, once they actually hit a target, squish on impact and are effectively dead (larger and harder fruits and vegetables can do much more damage and at least one unfortunate farmer is known to have been killed by a pack of vampiric watermelons). They will remain mobile until the next full moon (at least a month after the time of their 'turning'), after which time they decompose completely. Their remains make very effective fertilizer and act as if the enrichment version of the plant growthspell had been cast on the area (just to be safe, most farmers burn the remains and mix the ashes with the soil, but they decompose normally otherwise). If the plants actually kill anyone, the area near the body(s) additionally act as if the overgrowth version had also been cast. While they can be eaten they are completely flavorless and dry and have no nutritional value.

Since only is known to happen to cultivated fruits and vegetables (wild varieties have been reported but never confirmed), it is thought that vampiric vegetables are the curse of some agricultural deity who both despised waste and wanted to be sure farmers did their duties in a timely manner.


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Veilgn wrote:

Its not I wanted them to work hard and whip all day. I will give em some good meal and sometimes wine (for cayden). Even gives them a clothes. I never told them to fight. Only tend wound, somwtimes tell them to give some buff so I will not waste my spell slot.

I could make them making magic weapon for me too. And I even give em sone vacation....

In the end I need slave :(

But I make a promise if the story/campain/module end I give em a freedom if he like it. Or he could follow.

I swear I will not treat them like slave traders.

If u didnt buy slave. Who know that he will got evil masters ?

Uh... quite honestly I don't understand what the difference between a hireling and the way you're planning to treat your slave will be. I mean, unless you mean to buy a slave to set the slave free, which you also mention.

Slavery itself has been around for thousands of years, and slaves in some societies could buy their freedom eventually. I would think that the buying of a slave can not be either good or evil, but the treatment of that slave certainly would be.


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1) What, exactly, are your plans for this world? It sounds like you want it to be pretty low magic due to all arcane magic being banned and most divine magic residing only with nature magic.

2) What is keeping the floating isles from forming back into a planet? I mean, I know "magic" but they each have an atmosphere and have an orbit and unless some of them are missing they theoretically ought to be able to reunite - though, bumping into one another could be disastrous. Also, what happened to the oceans? Are they just floating blobs of water?

3) Where were the celestials during all this?


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122. The bean grows out into a shape not unlike a rounded door frame. Within the frame is a portal that will teleport anyone stepping through somewhere else. This can be anywhere in the campaign world or another plane. The portal remains as long as the bean structure is in place and is a two-way portal. Where the portal leads to, however, will change after 1d4 days.

123. A potion pops out of the ground. Whoever imbibes it gets a class ability as determined by the following list for one week. They must be of the appropriate level to use the ability. If the character already has this ability they reroll. The GM has final determination and may change abilities or classes available. This includes adding hybrid classes to the list or removing classes from the list. The character level is the level for any ability gained.

1) Alchemist: Throw Anything
2) Barbarian: Rage
3) Bard: Bardic Knowledge
4) Cavalier: Challenge
5) Cleric: Channel Energy
6) Druid: Wild Empathy
7) Fighter: Bonus Feat (Combat Feat only)
8) Gunslinger: Gunsmith
9) Inquisitor: Monster Lore
10) Magus: Spell Combat (if the base class does not normally have any spells or spell-like abilities, the character gains three cantrips and one 1st level spell from the magus spell list. The cantrips can be cast at will and the 1st level spell may be cast once per day. Once chosen they cannot be changed.)
11) Monk: Flurry of Blows
12) Oracle: Oracle's Curse
13) Paladin: Detect Evil
14) Ranger: Track
15) Rogue: Trapfinding
16) Summoner: Summon Monster I (as per summoner's ability)
17) Sorcerer: Bloodline Powers (the player may chose a bloodline and gains the level-appropriate power[s]).
18) Witch: Witch's Familiar
19) Wizard: Arcane School (the player may chose the school and gains the level-appropriate power[s]).
20) The player may choose a class from the list.

124. A bush of beans grows from the ground. The beans come in maany different colors, including patterns. When picked new beans grow in their place almost instantly. The beans can come in any flavor (usually the color hints at it).

125. The bean grows into an animal with either the Plant-Imbued Creature template or the Plantblood template. The creature is loyal to the person that planted it and friendly towards anyone the planter considers a friend so long as it is treated well. Mistreatment will cause it to leave (at best) or attack (at worst).

126. The bean grows into a medium bush with 2d4 berries on it. These all act as a goodberry and will regrow within a week of being plucked. If a Druid or Shaman planted the bean, there will be 4d8 berries instead and they will heal as if they were a potion of cure light wounds (though they otherwise act as a goodberry).

127. The bean will grow into a vine which will have one fruit the size of a large grape on it. Whoever eats this fruit will gain one of the following templates permanently:

1. Seasonal – This fruit looks like an apple but is quartered with colors (yellow, green, red, and pale yellow-green)

2. Bramble – This fruit has a thorny-looking exterior, but on inspection the thorns will be proven to be soft.

3. Cave Creature – This fruit has a rocky appearance.

4. Chaosborne – This fruit changes in color every round.

5. Boreal – This fruit has a white, furry appearance.

6. Force – This fruit glows like an aurora.

7. Seelie – This fruit is pink with a pair of delicate insect-like wings.

8. Avian – This fruit seems to be covered in feathers.

9. Suzerian – This fruit is royal purple with golden crown marks.

10. Arboreal – This fruit looks like a banana.

11. Abomination (the GM determines what creature is involved.) – This fruit doesn’t look strange at all.

12. Inveigler – This fruit has a slightly greasy-looking skin.

13. Saurian – This fruit seems to be covered in scales.

14. Fey – This fruit is bright green with pink flower-shaped marks.

15. Elemental Infused – This fruit looks like an orange but has an exterior that is quartered to look like flames, stone, water, and clouds.

16. Icy – This fruit has an icy-looking exterior.

17. Lawbound – This fruit has an oddly orderly appearance.

18. Primitive – This fruit looks almost like it belongs to a more primitive age.

19. Plantblood – This fruit looks like it’s made out of leaves.

20. Fortune-Blessed – This fruit looks like a gaming die.

The transformation into one of the templates takes place over 2d4+1 days. No magic short of wish or miracle can stop or undo the transformation, though a successful Fortitude save delays the changes for another day. If detect magic is cast the fruits will radiate heavily of transformation magic. A successful Knowledge (Nature) or Knowledge (Arcana) check (DC 25) results in the character knowing exactly what the fruit will do if eaten. Of course, anyone that’s seen the fruit’s effects will also know what they do.


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6. A tree with a hundred different fruits sprouts forth (something akin to this).

7. An enchanted item grows out of the ground. This item will be appropriate for the class of the person who planed the bean (a sword for a Fighter, a wand for a Wizard, etc).

8. A giant, bulbous plant grows out of the ground and it splits open. A baby animal with strange fur color comes out of it! It proceeds to follow you around and call you it's bestest friend in the whole wide world. It is treated as a follower and will leave if you abuse it.


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Silver Surfer wrote:

I've always felt that the core cleric should be a pure caster - granted if Paizo insist on making the class a D8 3/4 BAB then that complicates things, but at it heart the Cleric should IMO be the divine wizard.

And actually this makes perfect thematic and RP sense.... the robed Holy man who travels around preaching divinity and bringing the wrath of God upon down on his enemies is an absolutely classic iconic image.

Reality indicates that Paizo are (sadly) extremely unlikely to instigate any massive overhaul of the class.... being reluctant to even create a D6 divine class.

This leaves us with further D8 archetypes or in an Unchained Cleric, a modification of the existing class.

For the more martially inclined, there are Warpriests and Inquisitors (ironically 2 largely well designed classes) and if you really wanted to be a martial cleric then you could always spend feats (IMO light armour and no shield would be a good starting point for the base cleric).

I agree with this. It's always seemed to me that we start out with a priest/fighter hybrid in the Cleric and things go from there. Now, there is an archetype for it, but I think that's sort of backwards. The Warpriest should be to the Cleric what the Magus is to the Wizard: a half martial type with more limited spell-casting.

If I were to argue for an arcane version of the Cleric: full caster (with a bonus spell from a chosen school of magic), 3/4BAB, d8 HD, proficient with all simple weapons, light armor, medium armor, and shields (except tower shields) [no arcane casting failure], I suspect most folks would protest and say that it's not a "classic" wizard (and likely that it's overpowered).

There's also the problem of the nature of divine magic vs arcane magic. Classically divine magic is bestowed upon a person while arcane magic forces results. The problem with the former is that this casting ability can be taken away at any time should the Cleric somehow offend the deity. The latter cannot usually be taken away even though it doesn't allow for healing (which I still find odd since if they can tap into the negative energy plane they ought to also be able to tap into the positive one). I think if there's a redo of the Cleric to a pure caster like the Wizard, there also going to need to be a serious rethink about what it would mean to be a Cleric and how their magic should be distinguished from what arcane users can do.


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I know there's been talk about this before, but is it likely there will be more Unchained classes?

If there are, would the Unchained Barbarian, Monk, Rogue, and Summoner be included in the same book as, say the Unchained Alchemist, Bard, Cavalier, Cleric, Druid, Fighter, Gunslinger, Inquisitor, Magus, Oracle, Paladin, Ranger, Sorcerer, Witch, and Wizard.

Would we then have Unchained Arcanist, Bloodrager, Brawler, Hunter, Investigator, Shaman, Skald, Slayer, Swashbuckler, and Warpriest?

Would we need Unchained versions of the Kineticist, Medium, Mesmerist, Occultist, Psychic, and Spiritualist or are they already like Unchained classes?

Finally, how would this affect prestige classes - in fact, are they even needed with the various class archetypes and hybrids?


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Drahliana Moonrunner wrote:
Talislanta and it's legion of fans answered that question for six editions. The creator of the game and setting gave it away at talislanta.com. Unfotunately the site seems to have shutdown.
Bwang wrote:

Fursona has a race book of anthro-animals.

I have played in a world were dwarves were badger-men, elves were deer-men and halflings became squirrels. interesting...

*nods* I know there are other systems with different PC races. Heck, even D&D 5e now has the tieflings and dragonborn as main core races. (I know they were also there in 4e but I never got used to that version.)

I guess, it seems like the PC races for Pathfinder (and for the longest time in D&D) were races that basically looked like humans - or funny-colored humans. You get added on races later, but it seems like the designers go out of their way to make some things acceptable to kill. Orc, hobgoblins, and goblins are the usual suspects. They're always evil and most goblins look like something that needs to be squished. Sure, the other races have their quarrels but you never see a racial hatred among dwarves and elves like you do dwarves and goblins.

And I know that GMs can alter this sort of stuff at will for everyone. I just keep thinking how unfortunate it is that all the "pretty" races are good and generally get along while all the "ugly" races are the ones you're allowed to murder because, basically, they're always evil and so deserve it.


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This is sort of assuming that it isn't going to be a kangaroo court with the judge and jury in Lady Daugustana's pocket. No one might ever admit to it, but the way you're making this out it's exceedingly unlikely the PC are going to get a fair hearing, and even if they do somehow win, Lady Daugustana isn't going to lay down for it and will probably plant evidence to get them, their lawyer, and anyone else that helped them, hung.


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So a friend and I had discussed having Third Earth as a potential setting. For myself, I'd be interested in seeing a mix of a couple different things even if I'm not sure where, exactly, to go.

From Thundercats:
I liked the 2011 reboot to a degree (I was not happy when they canceled it and left it on a cliff hanger). My thought is that Third Earth (Trigeo?) orbits around a gas giant and there are other moons as well, which can influence things on the planet.

Naturally the standard races would include Catfolk, Lizardfolk, Dogfolk, Vanara, Tengu (or some variety of bird folk), and Ratfolk.

I might add to that the Berbils (who would probably be some form of living construct) and humans (in the old series there were a number or, at least, humanoids close enough to pass).

I'm not sure if Wolos and Bolkins would be separate races or some variety of human. Trollogs and Giantors would probably be NPC races, but I prefer to avoid NPC races since inevitably someone wants to play one anyway.

From the new series there could be Elephants, Tiger Sharks, Fishmen, and Petalars (they'd need a much longer lifespan to work as a PC race, though) and from the old series I could see using Tuska, Mudhogs, Brute-men, and Snowmen.

Thoughts on races?

There's a list of natural areas on Third Earth here and some from New Thundera here. And, of course, there are places on Third Earth from the 2011 series here. I could probably use all the places but if anyone has any preferences I'd be interested in knowing.

Should I build characters and magic items and places for it? Would it be interesting to include places/item from other series like He-man or She-ra?

Any other thoughts? Suggestions?


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SmiloDan wrote:

Hi!

I'm working on a new homebrew campaign, and the homebase is going to be a big gaslight Victorianesque steampunk city. The rest of the campaign is going to be big jungles filled with Cthuluesque cultists and dinosaurs, surrounded by a big Dying Earth/Mad Max desert where barbarians race megafauna instead of jalopies.

What major geographical features should it have?

What major sociological features should it have?

It's definitely going to have airships and clocktowers.

Thanks!

Have the city by the sea - this will tie in well with any Lovecraftian themes you might want to invoke later, particularly if you have a very old region of reefs home to something like the locathahs. I'd also have it where the region is surrounded by mountains on all other sides.

I'd suggest that instead of a desert per se you have it be a fairly barren (but far from lifeless) countryside dotted with remains of old roads and old towns and cities that are now crumbling apart. You can have the area being reclaimed slowly by nature, including barbarian races and megafauna. It might be wracked by mage storms which can't get over the mountains protecting the last city.

You could have it where jungle/swamp is slowly creeping out as well, perhaps helped by a mix of the Cthulhuesque cultists and mage storms. You might even want to consider making the jungle area like something out of Skull Island (and there might even be a few actual islands on the coast).

Sociologically you're going to need a way for there to be both male and female adventurers without the females always ending up being bashed for not being "womanly" or chided for not staying at home (as would be expected in real life Victorian times). You're also likely looking at a society which might not technically have a caste system certainly is very well-aware of their standings socially and discourages intermingling.

Speaking of a clock goddess...


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Tacticslion wrote:
Indagare wrote:


Wow! That's really detailed! It's an interesting setting!

More detailed than I remembered, and typo-ridden, complete with copy/pasted PMs and rambling nonsense on the bottom... but I'm glad you like it!

It actually works fairly well with what you've written (though, obviously, you'll need to make changes according to your own fluff).

Seriously, though, Oakwood could simply be placed anywhere therein, and it would fit right in.

Feel free to steal wholesale, borrow, adapt, or alter for yourself.

Thanks! I'll see what I can come up with based on this and some other ideas.

DM_Blake wrote:

Have you looked at Microscope as a tool for building your world?

I just recently got this book and it looks very interesting but I haven't used it yet - maybe when my current Sword of Air campaign winds down I'll rope my players into trying Microscope.

Never even heard of it until now. It looks really cool! Thanks for the help!

Ciaran Barnes wrote:
The premise seems interesting. Each race seems to have a niche that exists in relationship to the halflings, so I suppose they become the "humans" of the word. Likewise, the kobolds become the "dwarves" of the world. What I don't see is any kind of conflict or trouble between the primary races. The standard fantasy world has testiness between elves and dwarves, and both of those races dislike half-orcs, for example. You don't need those kinds of relationships, but it could add some depth.

Well, it's certainly more realistic in terms of how people operate. I just tend to have a hard time figuring out what I want when it comes to negative aspects. I want it to add some drama or interest but I really don't want to repeat the real world in fantasy.

Quote:

On the subject of minotaurs, I gave it some thought and propose the following:

Minotaurs live a great deal of their lives not amongsy their own kind, except in the case of a youth being raised by one of the two parents. This is because they are terrible competitive with one another. They spend their lives alternating between living near other races and travel. When a youth first strikes out on its own, it will travel but sometimes find employment as the muscle in a kobold mine. But it grows too large for such work before long and travels again. Thereafter it will find work in towns and farms as muscle, or elsewhere as a soldier or bodyguard. But again, the minotaur does not wish to grow roots and will move on within a year or two. Even though they are mostly solitary, they do prefer to keep apprised of the whereabout of others of their kind and will periodically cross paths to share in each other's company for a few days. It may be a month or year before another such enocunter occurs.

The minotaurs are inherantly neither good nor evil, but follows a path of its own choices and of opportunities available to it. One may prefer the open air of forests or farmlands, while another move about in the employment of one evil warlord or another.

Hmm, this is really helpful! It gives me a good idea for a lost civilization that might be different than usual. I'll cobble something together and see if it floats.

KaiserBruno wrote:

Thought i'd pop in since youve been helping out with Trilana.

Id recommend adding the grippli at the very least. Make them rivals of the undines for good swamplands with a lot of tension in between them.

Play up the fey too. Maybe the phobetoi drove out a lot of other fey like grigs, nixies, and such. I could see fey courts becoming very powerful due to the sheer number of fey who were forced out.

Centaurs seem like a good addition as an enemy race. Perhaps they aren't evil, but merely imperalistic conquerors from beyond youre region. Or refugees fleeing an even more powerful force, conquering and settling the small race lands because they feel they have no other choice.

Hope this helps!

Thanks! It certainly does! I'm beginning to think this could be a world of large and small with fey mixed in for good measure. The centaurs and minotaurs could be the two largest playable races (there might be some giants running around or at least ruins built by them). Ratfolk could make good rivals for the gnomes too.

Thanks again everyone! More suggestions are always welcome!


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Tacticslion wrote:

Indagare, my poorly written notes on Triddum.

By the way, all my Gob Smash Players? NO LOOKY. >:(

No, I've not given up, no matter how long it's beeeeeeeeeeeeennnn~!

Wow! That's really detailed! It's an interesting setting!