Seisho wrote:
Yes, but I'm making my own and I'd like to create more types such as those descended from the qorrashi and khayal - only I don't know if I can actually use those terms without triggering some kind of copyright or trademark infringement. FedoraFerret wrote: I believe geniekin is the general term Pathfinder uses. Are you writing these for professional publication? Because if you aren't and it's just for a home game then you can call them whatever you please. For right now it's just a home game, but I'd like to get it published later and I'd rather make sure everything is above the board from the start. Before people ask, I tried looking at TESS but couldn't find even genasi. I'm not sure if I'm searching wrong or what.
This is homebrew in that I'm trying to create genie heritages. However, I'm not sure exactly what terms I can use. I had read genasi was considered a trademark of Wizard of the Coast, so I'd need to come up with a new term. I wasn't sure if the qorrashi and khayal are--I've been looking to no avail, so I'm running under the assumption they are until I know otherwise. Can anyone here link me to fantasy terms that are exclusively trademarked elsewhere or which are just bad ideas to use (i.e. hobbits)?
I'm not sure if this will help or not, but here goes: From my perspective there are always two ways of viewing flying: story-telling and game-mechanics. The two tend not to be compatible. In the first place, if the level for flight is 10 or more then, by default, any member of the species that actually flies must be level 10 in some class. They cannot naturally fly before that. That means, largely, most of the winged race can't actually fly but can only glide their entire lives. It also means any actual fliers the party encounters must be whatever level flying is gained at. If this is sounding ludicrous, that's because it largely is. If you want a race that flies, let them fly and then work out the implications that this presents when you create challenges. After all, if a flying race is common enough to be part of an adventuring group then it's common enough that the PCs should be encountering flying enemies pretty much from the start. Wings are mostly useful in outside situations for scouting or shooting from above. That said, people adapt to flying combat like anything else and there's bound to be anti-flier weapons around. Also if you can see you can be seen, so even there it doesn't necessarily present an advantage.
CorvusMask wrote:
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.
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.
Captain Morgan wrote: There is actually a whole sidebar on playing differently abled characters in the core rulebook. Fuzzy-Wuzzy wrote: Specifically, "Characters With Disabilities" on page 487. Yes, but the feats are suggested as 'might'. They are also suggested as a 'good idea' but the GM has final say, and there's nothing in the rules that allow a player to work around this should the GM decide they aren't going to give those feats out for free just because a player wants to play a differently abled character.
So, let's say I wanted to make a blind Fighter or Monk in first edition. All I would need to do is take the Blind Fighting feat. It might not be great but with certain bonuses could work out over time. In second edition, apparently, this is not possible. Not for a Monk at all and not for a Fighter until they get the 8th level feats. Is there a good reason for this?
Sorry if this has been asked before. I couldn't find it while searching. For the Fighter, they are stated to be "Expert in all armor and unarmored defense", but Armor Expertise reads:
Is it supposed to read that your proficiency increases to Master or are Fighters only supposed to start out as Trained?
Fromper wrote:
Sorry, I didn't mean to imply you could find something specific like "Lay on Hands" in the glossary and index, only that Focus Spells themselves are listed there. And I agree that it's not really very obvious, which is why I started this to begin with. I was very frustrated at having the reference but not a page number to go with it. This is especially bad since the Bard, Monk, and Wizard all are told where to look but the Champion, Cleric, Druid, and Sorcerer are not.
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:
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.
Halcyon_Janissary wrote: Each individual focus power lists the page number in the powers class feat section. For example the Monk focus power "Ki Blast" states to see page 401 for power details. The page number for each power is listed in the specific class feat entry that grants it. Yes, but that doesn't seem to be the case for all the classes. Bard mentions it under Lingering Composition to go to page 387 as well as other composition feats. While the rules for Devotion Spells are mentioned to be on page 300, I can't find any of the actual mentions (like Lay on Hands) to reference page 387, which is where it's located. The Domain Initiate and Advanced Domain feats reference the table on 441 but not the actual spells from 389 - 399. Nor does the table tell you that the spells are located on pages 389-399. The Druidic Orders mention heal animal and goodberry but not what they do or what pages they are on. Sorcerer Bloodline Spells do not mention to look at pages 402-406. Wizards, however, are told to look on page 407 for their school spells. So of the seven classes that have Focus Spells, three mention where to find them. If you happened to start on one of the other four, you'd be left wondering where they are (yes, if you turned to 632 in the glossary and index you'd find them, but I don't think you should have to do that if it can be simply referenced in the relevant text). Doompatrol wrote: Just flip to the back of the spells section and they are ordered alphabetically by class. Except focus spells. They are mentioned on page 300 but don't appear again in full detail until page 386. They are not part of the regular spell listing, which starts on page 307 with the lists by tradition or 616 for full details.
Syries wrote:
Yes, but what I mean is that while they are referenced there's no "see page 386 for details" or similar. I mean, I eventually found them when going through the spell section but I couldn't find them easily.
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.
Nik Gervae wrote: What would their spell lists be? Animist Animist Cantrips:
Acid Splash H Evocation Dancing Lights (Evocation) Detect Magic H (Divination) Electric Arc H (Evocation) Forbidding Ward H (Abjuration) Ghost Sound H (Illusion) Guidance (Divination) Know Direction H (Divination) Light H (Evocation) Mage Hand H (Evocation) Prestidigitation (Evocation) Produce Flame H (Evocation) Ray of Frost H (Evocation) Read Aura H (Divination) Sigil H (Transmutation) Stabilize (Necromancy) Tanglefoot H (Conjuration) Animist 1st-Level Spells:
Air Bubble (Conjuration) Alarm H (Abjuration) Ant Haul (Transmutation) Bane (Enchantment) Bless (Enchantment) Burning Hands H (Evocation) Create Water (Conjuration) Detect Poison U, H (Divination) Fear H (Enchantment) Fleet Step (Transmutation) Goblin Pox (Necromancy) Grease (Conjuration) Grim Tendrils H (Necromancy) Gust of Wind (Evocation) Harm H (Necromancy) Heal H (Necromancy) Hydraulic Push H (Evocation) Illusory Disguise H (Illusion) Jump H (Transmutation) Longstrider H (Transmutation) Magic Aura U, H (Illusion) Magic Weapon (Transmutation) Mending H (Transmutation) Negate Aroma H (Abjuration) Pest Form H (Transmutation) Protection U (Abjuration) Purify Food and Drink (Necromancy) Ray of Enfeeblement (Necromancy) Sanctuary (Abjuration) Shocking Grasp H (Evocation) Sleep H (Enchantment) Spider Sting (Necromancy) Spirit Link H (Necromancy) Summon Animal H (Conjuration) Summon Fey H (Conjuration) True Strike (Divination) Unseen Servant (Conjuration) Ventriloquism H (Illusion) Animist 2nd-Level Spells:
Acid Arrow H Evocation Animal Form H (Transmutation) Animal Messenger (Enchantment) Augury (Divination) Calm Emotions (Enchantment) Continual Flame H (Evocation) Create Food H (Conjuration) Darkness H (Evocation) Darkvision H (Divination) Deafness (Necromancy) Dispel Magic (Abjuration) Endure Elements H (Abjuration) Enhance Victuals H (Transmutation) Enlarge H (Transmutation) Faerie Fire (Evocation) Flaming Sphere H (Evocation) Gentle Repose H (Necromancy) Glitterdust (Evocation) Humanoid Form H (Transmutation) Obscuring Mist (Conjuration) Phantom Steed H (Conjuration) Remove Fear H (Enchantment) Remove Paralysis H (Necromancy) Resist Energy H (Abjuration) Restoration H (Necromancy) Restore Senses H (Necromancy) See Invisibility H (Divination) Shape Wood (Transmutation) Shatter H (Evocation) Shrink H (Transmutation) Silence H (Illusion) Sound Burst H (Evocation) Speak with Animals (Divination) Spiritual Weapon H (Evocation) Status H (Divination) Summon Elemental H (Conjuration) Tree Shape (Transmutation) Water Breathing H (Transmutation) Water Walk H (Transmutation) Animist 3rd-Level Spells:
Bind Undead (Necromancy) Blindness (Necromancy) Circle of Protection U, H (Abjuration) Dream Message H (Enchantment) Fireball H (Evocation) Ghostly Weapon (Transmutation) Glyph of Warding (Abjuration) Haste H (Transmutation) Heroism H Enchantment Lightning Bolt H (Evocation) Locate U, H (Divination) Meld into Stone (Transmutation) Neutralize Poison (Necromancy) Paralyze H (Enchantment) Remove Disease (Necromancy) Searing Light H (Evocation) Slow H (Transmutation) Wanderer’s Guide (Divination) Wall of Wind (Evocation) Zone of Truth U (Enchantment) Animist 4th-Level Spells:
Aerial Form H (Transmutation) Creation H (Conjuration) Fire Shield H (Evocation) Fly H (Transmutation) Freedom of Movement (Abjuration) Gaseous Form (Transmutation) Hydraulic Torrent H (Evocation) Nightmare (Illusion) Outcast’s Curse (Enchantment) Private Sanctum U (Abjuration) Read Omens U (Divination) Remove Curse (Necromancy) Resilient Sphere (Abjuration) Shape Stone (Transmutation) Solid Fog (Conjuration) Speak with Plants (Divination) Spell Immunity (Abjuration) Stoneskin H (Abjuration) Talking Corpse U (Necromancy) Vital Beacon H (Necromancy) Wall of Fire H (Evocation) Weapon Storm H (Evocation) Animist 5th-Level Spells:
Banishment H (Abjuration) Black Tentacles (Conjuration) Chromatic Wall H (Abjuration) Cloudkill H (Necromancy) Cone of Cold H (Evocation) Control Water (Evocation) Crushing Despair H (Enchantment) Death Ward (Abjuration) Drop Dead U, H (Illusion) Elemental Form H (Transmutation) Moon Frenzy H (Transmutation) Plant Form H (Transmutation) Sending (Divination) Shadow Blast H (Evocation) Shadow Walk U (Conjuration) Spiritual Guardian H (Abjuration) Summon Dragon H (Conjuration) Summon Giant H (Conjuration) Wall of Ice H (Evocation) Wall of Stone H (Conjuration) Animist 6th-Level Spells:
Baleful Polymorph (Transmutation) Chain lightning H (Evocation) Dragon Form H (Transmutation) Flesh to Stone (Transmutation) Mislead (Illusion) Repulsion (Abjuration) Scrying U (Divination) Spellwrack (Abjuration) Spirit Blast H (Necromancy) Stone Tell U (Divination) Stone to Flesh (Transmutation) Tangling Creepers (Conjuration) True Seeing (Divination) Vampiric Exsanguination H (Necromancy) Wall of Force H (Evocation) Animist 7th-Level Spells:
Dimensional Lock U [Abjuration] Duplicate Foe H [Conjuration] Eclipse Burst H [Necromancy] Energy Aegis H [Abjuration] Ethereal Jaunt U, H [Conjuration] Fiery Body H [Transmutation] Finger of Death H [Necromancy] Mask of Terror H [Illusion] Plane Shift U [Conjuration] Prismatic Spray [Evocation] Regenerate H [Necromancy] Sunburst H [Evocation] True Target [Divination] Animist 8th-Level Spells:
Antimagic Field R (Abjuration) Discern Location U (Divination) Earthquake H (Evocation) Horrid Wilting H (Necromancy) Moment of Renewal (Necromancy) Monstrosity Form H (Transmutation) Polar Ray H (Evocation) Prismatic Wall (Abjuration) Punishing Winds (Evocation) Wind Walk (Transmutation) Animist 9th-Level Spells:
Bind Soul U Necromancy Foresight Divination Implosion H Evocation Massacre H Necromancy Meteor Swarm H Evocation Overwhelming Presence Enchantment Prismatic Sphere Abjuration Resplendent Mansion Conjuration Shapechange Transmutation Animist 10th-Level Spells:
Cataclysm [Evocation] Gate U [Conjuration] Nature Incarnate [Transmutation] Primal Phenomenon [Divination] Remake U [Conjuration] --------------------------------------------------------------------------- Theurgical
Theurgical Cantrips:
Chill Touch H (Necromancy) Dancing Lights (Evocation) Daze H (Enchantment) Detect Magic H (Divination) Disrupt Undead H (Necromancy) Forbidding Ward H (Abjuration) Ghost Sound H (Illusion) Guidance (Divination) Know Direction H (Divination) Light H (Evocation) Message H (Illusion) Prestidigitation (Evocation) Read Aura H (Divination) Shield H (Abjuration) Sigil H (Transmutation) Stabilize (Necromancy) Tanglefoot H (Conjuration) Theurgical 1st-level Spells:
Alarm H (Abjuration) Bane (Enchantment) Bless (Enchantment) Charm H (Enchantment) Color Spray (Illusion) Command H (Enchantment) Detect Alignment U, H (Divination) Detect Poison U, H (Divination) Fear H (Enchantment) Fleet Step (Transmutation) Goblin Pox (Necromancy) Grease (Conjuration) Grim Tendrils H (Necromancy) Harm H (Necromancy) Heal H (Necromancy) Illusory Disguise H (Illusion) Illusory Object H (Illusion) Item Facade H (Illusion) Jump H (Transmutation) Lock H (Abjuration) Longstrider H (Transmutation) Magic Aura U, H (Illusion) Magic Weapon (Transmutation) Mending H (Transmutation) Negate Aroma H (Abjuration) Pest Form H (Transmutation) Protection U (Abjuration) Purify Food and Drink (Necromancy) Ray of Enfeeblement (Necromancy) Sanctuary (Abjuration) Sleep H (Enchantment) Spider Sting (Necromancy) Spirit Link H (Necromancy) Summon Animal H (Conjuration) Summon Fey H (Conjuration) True Strike (Divination) Unseen Servant (Conjuration) Ventriloquism H (Illusion) Theurgical 2nd-level Spells:
Animal Form H (Transmutation) Animal Messenger (Enchantment) Augury (Divination) Blur (Illusion) Calm Emotions (Enchantment) Comprehend Language H (Divination) Continual Flame H (Evocation) Create Food H (Conjuration) Darkness H (Evocation) Darkvision H (Divination) Deafness (Necromancy) Dispel Magic (Abjuration) Endure Elements H (Abjuration) Enhance Victuals H (Transmutation) Enlarge H (Transmutation) Faerie Fire (Evocation) Gentle Repose H (Necromancy) Glitterdust (Evocation) Hideous Laughter (Enchantment) Humanoid Form H (Transmutation) Illusory Creature H (Illusion) Invisibility H (Illusion) Knock (Transmutation) Phantom Steed H (Conjuration) Remove Fear H (Enchantment) Remove Paralysis H (Necromancy) Resist Energy H (Abjuration) Restoration H (Necromancy) Restore Senses H (Necromancy) See Invisibility H (Divination) Shatter H (Evocation) Shrink H (Transmutation) Silence H (Illusion) Sound Burst H (Evocation) Speak with Animals (Divination) Spiritual Weapon H (Evocation) Status H (Divination) Undetectable Alignment U (Abjuration) Web H (Conjuration) Theurgical 3rd-Level Spells:
Bind Undead (Necromancy) Blindness (Necromancy) Circle of Protection U, H (Abjuration) Clairaudience (Divination) Dream Message H (Enchantment) Enthrall (Enchantment) Ghostly Weapon (Transmutation) Glyph of Warding (Abjuration) Haste H (Transmutation) Heroism H (Enchantment) Hypnotic Pattern (Illusion) Locate U, H (Divination) Mind Reading U (Divination) Neutralize Poison (Necromancy) Paralyze H (Enchantment) Remove Disease (Necromancy) Searing Light H (Evocation) Slow H (Transmutation) Wanderer’s Guide (Divination) Zone of Truth U (Enchantment) Theurgical 4th-Level Spells:
Air Walk (Transmutation) Clairvoyance (Divination) Confusion H (Enchantment) Detect Scrying U, H (Divination) Discern Lies U (Divination) Fly H (Transmutation) Freedom of Movement (Abjuration) Hallucinatory Terrain U, H (Illusion) Nightmare (Illusion) Outcast’s Curse (Enchantment) Phantasmal Killer H (Illusion) Private Sanctum U (Abjuration) Read Omens U (Divination) Remove Curse (Necromancy) Resilient Sphere (Abjuration) Speak with Plants (Divination) Spell Immunity (Abjuration) Suggestion H (Enchantment) Talking Corpse U (Necromancy) Telepathy H (Divination) Veil H (Illusion) Vital Beacon H (Necromancy) Theurgical 5th-Level Spells:
Banishment H (Abjuration) Chromatic Wall H (Abjuration) Cloak of Colors (Illusion) Crushing Despair H (Enchantment) Death Ward (Abjuration) Drop Dead U, H (Illusion) False Vision U (Illusion) Hallucination H (Illusion) Illusory Scene H (Illusion) Mariner’s Curse (Necromancy) Mind Probe U (Divination) Prying Eye (Divination) Sending (Divination) Shadow Blast H (Evocation) Shadow Siphon (Illusion) Subconscious Suggestion H (Enchantment) Summon Entity H (Conjuration) Telekinetic Haul (Evocation) Telepathic Bond U (Divination) Tongues U, H (Divination) Theurgical 6th-Level Spells:
Baleful Polymorph (Transmutation) Collective Transposition H (Conjuration) Dominate U, H (Enchantment) Feeblemind (Enchantment) Flesh to Stone (Transmutation) Mislead (Illusion) Phantasmal Calamity H (Illusion) Scrying U (Divination) Spirit Blast H (Necromancy) Stone To Flesh (Transmutation) Teleport U, H (Conjuration) True Seeing (Divination) Vampiric Exsanguination H (Necromancy) Vibrant Pattern (Illusion) Zealous Conviction H (Enchantment) Theurgical 7th-Level Spells:
Dimensional Lock U (Abjuration) Eclipse Burst H (Necromancy) Energy Aegis H (Abjuration) Ethereal Jaunt U, H (Conjuration) Finger of Death H (Necromancy) Magnificent Mansion U (Conjuration) Mask of Terror H (Illusion) Plane Shift U (Conjuration) Project Image H (Illusion) Regenerate H (Necromancy) Sunburst H (Evocation) True Target (Divination) Warp Mind (Enchantment) Theurgical 8th-Level Spells:
Antimagic Field R (Abjuration) Disappearance (Illusion) Discern Location U (Divination) Dream Council (Illusion) Mind Blank U (Abjuration) Moment of Renewal (Necromancy) Scintillating Pattern (Illusion) Spiritual Epidemic (Necromancy) Uncontrollable Dance (Enchantment) Unrelenting Observation (Divination) Theurgical 9th-Level Spells:
Bind Soul U (Necromancy) Foresight (Divination) Massacre H (Necromancy) Overwhelming Presence (Enchantment) Resplendent Mansion (Conjuration) Telepathic Demand (Enchantment) Wail of the Banshee (Necromancy) Weapon of Judgment H (Evocation) Weird (Illusion) Theurgical 10th-Level Spells: Avatar (Transmutation) Fabricated Truth (Enchantment) Gate U Conjuration Remake U (Conjuration) Revival (Necromancy)
I know, there's only so much room in a core rule book before things get really much too big. I ask mostly because I was reading the thread on why Goblins were included. It's a valid and interesting take, but the inclusion of half-Orc heritages makes the exclusion of Orcs (and their heritages) only more noticeable. As for Hobgoblins, I think that's more my sympathy. I really hate when a setting makes a single species the go-to baddies. I like there being more options for sentient beings than hero fodder. I know that these could be added in some upcoming supplement like the Advanced Player's Guide, but such a tome would not be allowed in certain types of RP - only rules as written in the basic books. Plus, if it's a matter of separating from WotC, having Orc and Hobgoblin PCs would certainly qualify as being further away from them.
Stemming back to a topic I started here. Animist
Theurgical
Thoughts?
PossibleCabbage wrote:
Opposites could also be said to attract, so it could be interesting for Vudrani magic as advanced concepts that work almost like Yin/Yang. Mind and Body can affect one another in interesting ways, and certainly animist traditions of everything having some kind of Spirit, even inanimate objects, would work. Phaedre wrote: The vital/mind nexus sounds very flavorfully like it would fit with witches, who are known both for being able to heal and being as big brained as they come. *nods* I could easily see the Shaman taking the spirit/material path and dealing with a number of elementals as a result. James Jacobs wrote:
Thanks very much for taking the time to respond! I really appreciate the time and dedication that went into the making of the new edition! I was mostly curious because the dual combos created each of the initial four traditions (which are all very nice) but it left two more possibilities that weren't included and I wasn't sure why. I really look forward to what's coming up next!
RiverMesa wrote: It would seem that with the way magic is set up now, even if there technically is room for more essence combinations, so much of the rules in the CRB are set up in a way that would make new traditions an absolute PAIN to add. I feel like if Paizo did intend for other traditions to exist, they would futureproof the rules to allow for that, but the fact that they didn't (and I vaguely recall them talking about how they don't intend on doing more traditions) likely to me indicates that, for better or for worse, the four we have are the four we will have for the foreseeable future. Okay, thanks! I'm still plodding through everything and getting all the new stuff in my head.
Looking through things, I noticed that the Four Essences create the four traditions by combos of twos: Arcane is Matter and Mind, Occult is Mind and Spirit, Divine is Spirit and Life, and Primal is Life and Matter. This is all well and good, but that leaves two other possibilities: Matter and Spirit and Life and Mind. Obviously I could homebrew two additional traditions for these, but I was wondering if anyone knew or could explain why these combos aren't included as two additional traditions or if they are included where I missed them. This also does not include singles or three [Matter, Mind, Spirit; Matter, Mind, Life; Mind, Spirit, Life; Spirit, Life, Matter] or all four in one. Of course, these last ones are likely not included due to balance issues.
There's no technical reason that I can think of that Wizards, at least, shouldn't have access to healing magic simply via the Positive Energy Plane (just as Necromancers can access the Negative Energy Plane and all Wizards can generally uses every other Inner Plane). Similarly with Sorcerers - and possibly even more so if some are descended from angels or other Celestial Outsiders. Like Themetricsystem, though, I wonder why you want to remove them as well as what you're planning to do with other Divine Magic classes as Grailknight mentioned. Also - just because there are no real deities doesn't mean there's not going to still be priests of some kind. On our own world there's no proof of divine beings running around, but that's never stopped folks from believing in them.
The High Medieval Period (1000-1250) 1) Christianity is monotheistic but Catholic Christianity has a number of saints who can be prayed to for intervention, so clerical domains ought to still work but would center around saints not deities. You could even put them around various angels and have it still work (this would be akin to the Valar and Maiar of Tolkien). -That said, if saints can exist as powers so too can non-Christian deities and this is going to cause issues for druids. Do you want your players getting involved in struggles between religions? Do you want there to be issues between those following the Old Ways and the New? Do druids not have powers? -This is when the split between the Eastern and Western Churches occurred (the Prodestant Reformation wouldn't happen for another three hundred years). Will your players become involved in this somehow? -Judaism and Islam both exist and Jews are generally badly treated and thought of. The Crusades also happen during this time. You're going to need to figure out how clerics of other religions work (if they don't work you're, by default, saying Christianity is the only real religion). 2) Assume you're running an E6 setting or adapt it for this. Lower expectations for monsters and such because really powerful ones will end things pretty quickly. You're also going to need to decide how magic items work. 3) Why aren't long-lived races dominant? Which race was in charge of the Roman Empire? Where are halflings and gnomes? Are non-human races treated as subhuman and subject to slavery? How are wizards treated? Magic was generally seen as devil-dealing even if it didn't involve it. Sorcerers would have some issues because of their heritages. Witches would be shunned or outcast. If you alter any attitudes towards arcane magic, it's really going to change things around. 4) I don't think you're going to be able to just insert-race-here and keep things subtle for changes unless the races are just humans in funny costumes. There are a whole host of different things that are interconnected. You're also going to have to consider how even relatively minor spells are going to affect things. Even if access is limited to, say, 3rd level spells that includes Cure Disease - meaning you'll need to decide what level certain diseases (like bubonic plague) are. 1237–1242 was the Mongol invasion - do you want them to be Humans, Elves, Orcs, something else?
LordKailas wrote:
Personally I'd prefer if they allowed some Evolution Points like the Summoner has and allow Improve Familiar that transforms the base familiar as if it were an eidolons (or upgrades a weapon somehow). This also applies to animal companions. I've always found it a bit upsetting to have to dismiss a loyal companion just because it can no longer keep up.
DungeonmasterCal wrote:
I think you covered everything. I always figured I'd just use Lizardfolk for Sleestak. I had forgotten about their psychic abilities and light sensitivities. I'll place it in a different format. Let me know if you like it: Sleestak (10 RP): Type: Sleestak are Humanoids with the reptilian subtype. [0 RP] Size: Sleestak are Medium creatures. [0 RP] Base Speed: Sleestak have a base sped of 30 feet; Normal [0 RP] Ability Score Modifiers: +4 STR, -2 DEX, -2 INT: Sleestak are strong, but not nimble or smart. (Greater Paragon) [2 RP] Languages: Sleestak are Xenophobic and tend not to learn languages other than their own. [0 RP] Natural Armor: Sleestak scales are naturally hard, giving them a +1 AC. [2 RP]
Darkvision: Sleestak usually live underground and can see in the dark up to 120'. [3 RP]
Photophobia: Because they spend so much time in the dark, Sleestaks are extremely sensitive to light. They take a -4 to all attacks while fighting in sunlight or areas illuminated to the same degree (including by spells). [-4 RP]
Limited Telepathy: Sleestak have a limited form of telepathy that allows them to communicate with one another within 60'. This is an at-will, spell-like ability [5 RP*] *The Telepathy spell can be learned by a medium or mesmerist at level 4, falling within the Spell-Like Ability, Greater parameters. However, at-will abilities are 3rd level spells and lower and cost twice as much as the spell. Given that the spell is normally for all creatures within 100' rather than a specific creature within 60', I think this justifies the lower RP.
I'm also not quite getting what you're trying to achieve. I mean I assume you mean them to find her love unless they already did with the skeleton. I lack the insight into your world, obviously, but none of the things you mention make a great deal of sense overall unless you're trying to hint at transformations. Even then, that really doesn't help your players on the quest to find the guy. I'm presuming the first guy is going to turn into a cat, the second into a dog or wolf, and the third into a boar or horse. Has her true love been turned into the White Hart? If he has there needs to be more clues to this end. Also, how will they find their way back? Can they undo the changes that happen to them and her love? What does the Wild Hunt mean for their world?
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
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
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.
BlarkNipnar wrote:
Okay, thanks a lot! Anyone else have some suggestions?
BlarkNipnar wrote: So all creatures you would encounter are also small? No, I was thinking everything else is regular sized. Though I wouldn't be opposed to a world where the critters are dire sized. __________________Quote:
That's certainly one possibility. Elohim could easily be responsible. Some other deity could do it to see "what if". ________________
Quote:
While there are differences between them, I don't want sentient races boiled down to 'good guys' vs 'bad guys'. If there is going to be anything that can be attacked without moral issues, it's going to be something that is going to be more of a force of nature. For instance, literal nightmares that are trying to invade. They wouldn't be alive and can't be reasoned with.
So I've been playing around with the idea of making a campaign setting involving only Small-sized races. I'm hoping folks here will be willing to help me out.
1) Only Small races. I'd rather avoid Tiny, Diminutive, and Fine, but I am willing to listen to a good reason for one. 2) No Evil races. Honestly I am thoroughly sick of the 'enemy race' thing and will have no truck with justified genocide. There can be evil people in a given society but races as a whole will either be Neutral or Good. Races and Roles:
Goblins - a variety of neutrally-aligned goblins that are skilled alchemists with an equal interest in love potions and poisons. Gnomes - protectors of nature and masters of the arcane (basically taking the place of Elves but with more humor and less snootiness). Grippli - healers and counselors and powerful divine casters. Halflings - the farmers and crafters of the setting. (May possibly take the role of Humans without the desire to war.) Kobolds - a variety of neutrally-aligned kobolds that are skilled tinkerers, masons, and miners (basically they take the place of Dwarves without being tied to the mountains). Ratfolk - land traders, explorers, and merchants. Sylph - winged fairy-like creatures distantly related to Gnomes and Undine. They'd likely be known as entertainers and messengers. I was thinking they could have a some mix of colorful feathers and insect features. Sylvestris - shapeshifters. Not quite sure how they fit in yet, but I do like the idea of a Small race that can become foxes, badgers, rabbits, crows, and so on. Undine - feyish seafarers, traders, and explorers. Distantly related to Gnomes and Sylphs (I figure their skin looks like the most colorful of nudibranchs). Volcane - a fiery bunch who love metallurgy, smithing, and glass-blowing. I considered adding the Uldra but I wasn't sure how they'd fit in. Thoughts and suggestions on races and their roles are very much appreciated. World Setting
1) Natural: The world has always been this way. The races are all native to the setting.
Thoughts? Suggestions? These don't need to be mutually exclusive. Some could be natives that remember 'the times before' when 'big people' were still around while others could have been brought in or found their own way in.
How 'flat' is 'flat'? What I mean is, is it flat in the sense of the Discworld or is it flat with 'warp' edges? In the latter case it would be harder to prove its flatness since, effectively, the edges meet one another more or less like they would on a round world. The biggest issue would be shadows since on a flat world shadows would all be of equal length regardless of how far apart they are. Though, if it's like the Disc then light would be slower than sound so could allow for different time zones and such.
blahpers wrote:
Admittedly there are settings with multiple moons, but settings with multiple suns are pretty uncommon. I mean, in a setting with a hundred suns could have a hundred deities of the sun with no issues. That said, if there's only one sun I'm not sure how to work out more than one deity for said sun. VoodistMonk wrote:
Well, that's why I created this thread. I'd like to at least try to work something out that will make sense.
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.
RickDias wrote:
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.
Rogar Valertis wrote:
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.
Bill Nye 924 wrote:
If you mean 'core races' then no - you cannot allow the Gnoll because you already told the other players it was core races only. If you mean 'core classes' then there's not going to be much of an issue except what's mentioned above. You could even homebrew a variety of Gnolls that would fit into your setting. Gnolls are only 6 RP which is less than a Half-Orc (8).
AaronUnicorn wrote:
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.
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.
Captain Morgan wrote:
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.
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?
|