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![]() RonarsCorruption wrote:
Thanks so much for the feedback. :) ![]()
![]() Mosaic wrote:
It is important to remember that homosexuality is not a modern invention. No man, in a medieval setting, would be conisdered to be a homosexual because many men of power might take another male to bed if he so desired. It was not uncommon for men of court or royalty to have their wives and lovers besides, be they men or women. A 'homosexual' man would indeed have a wife and probably many children but also have his male lover close at hand, living in his holdfast and likely a member of his court. These powerful men could get away with just about anything and they often did. In the case of a pagan pantheon, similar to the greek gods or celtic/nord gods, homosexuality is often a practice of the divine forces and as such would not be considered devious by mortals. Consider the setting, consider the social structure and religious factors. There is not right or wrong answer, it is all fantasy. :) ![]()
![]() Here is an item I created for the Cleaves Dugeon Cards. I considered submitting it last year but the item seems too complex so I decided to go with something more simple. Hairpins of Mind-Melding Aura moderate divination; CL 8th Slot head; Price 65,000 gp; Weight — Description This set of matching decorative hairpins creates a permanent telepathic bond, functioning as the spell of the same name, when worn by two individuals. Also, each bonded individual can share senses with their bonded companion, three times per day, exactly as if they had cast the spell of the same name with the exception that all senses (hearing, sight and smell) are shared with the caster. The effects of share senses are only be felt by the caster, though the spell can be used simultaneously by each individual. While under the effects of share senses any attempt to cast a spell requires a concentration check (DC of the spell + spell level) in order to succeed. The effects of share senses can be ended by the caster as a swift action. Additionally, any mind-affecting spell cast on a bonded individual requires that both bonded companions make a saving throw. If either bonded companion succeeds their saving throw, both individuals are guarded from the effects. This bond ensures positive mind-affecting effects are shared by both companions. An individual wearing both hairpins experiences great mental fortitude, receiving a +2 bonus to saving throws made to resist mind-affecting spells and a +2 bonus on concentration checks. If one or both of the hairpins are removed, damaged or destroyed any and all magical effects are removed. Construction Requirements Craft Wondrous Item, share senses, telepathic bond; Cost 32,500 gp ![]()
![]() #1 Business: Black Dog Tavern
Description: The Black Dog Tavern is an rickety old haunt known for its colorful staff and questionable clientele. Originally a respectable ale house, the Black Dog has come to be known as flophouse and brothel under the direction of 'Miss T', the tavern's ostentatious transvestite manager.
Notable NPCs: Miss T, Macol Tesmotter (Human, expert 3): A flamboyant transvestite who acts as owner/operator of the Black Dog. Aside from handling the tavern's day-to-day affairs she also acts as a caretaker for the group of orphans she lets live in the tavern's basement. Though generally pleasant, if not a bit too friendly, Miss T has a short temper and no tolerance for playing games, especially when they involve money. Lotely the Coin-Operated Clockwork Barmaid (clockwork creature, human, expert 3): This coin-operated construct acts as barmaid and house-keeper at the Black Dog and is an attraction that draws many curious patrons. Lotely's self winding mechanics are triggered by the insertion of a coin and people from far and wide come to watch the automaton whir around the tavern. How Miss T came to own Lotely is a mystery. Wiely (human, commoner 2): Leader of the Black Dogs, Wiely is a rough and tough street-smart orphan. As he is the oldest, the younger orphans look up to Wiely and follow his lead. Plot Hooks: Hair of the Dog: A local business owner was recently robbed. As the criminals fled, the shopkeeper managed to grab one by the hair which yanked right out of the thief's head. The shop owner thinks that the Black Dogs are responsible and requests that criminals be found and be made to return what was stolen or pay for their crime. Extraordinary Machine: Miss T's clockwork construct is a mechanical marvel and a local alchemist would love to get his hands on the machine to study it's inner workings. He promises to pay handsomely for a chance to peak under the hood and requests that the construct be acquired for him, legally or otherwise. ![]()
![]() Set wrote:
I think this idea would work really well. As she drains more and more energy the holes get bigger and bigger until parts of the world begin to merge with the ethereal plane. How do you suppose she would harness the energy of the nodes? Is she using some agent or artifact to drain the power? Has pathfinder already listed important artifacts that I could possible retool for my story? ![]()
![]() Bobson wrote:
Very neat. I like this idea a lot. The shards would eventually give the PCs an excuse to go after the queen and reclaim the shards she has already collected, returning them to the immortal Thessa and setting things to rights. Perhaps as the PCs collect the shards, the separation between the ethereal and matieral planes begins to falter and strange events are happening as a result? Maybe the PCs and the queen don't realize that taking the shards would ultimately break the seal between planes and in turn cause the entire material world to be thrown into a form of purgatory? ![]()
![]() Lvl 12 Procrastinator wrote:
I will hold off on the instant travel for now. Though I suppose limiting it to node locations of the shards you oppose would balance it a bit. I would say the nodes do not move but perhaps go into a state of hibernation once the shard is removed from it. I LOVE the idea of the shard cracks matching the pattern of the ley lines accross the globe. This being the method of finding hidden or unknown nodes could be really useful. Thanks so much for the good advise! :D ![]()
![]() Lvl 12 Procrastinator wrote:
The seeker of the shards is the half-giant queen of the enemy nation. She has lived for a very long time and some have already begun to see her as immortal. In truth, my plan was to have her be a powerful intelligent undead and either be a lich or sustained by a lich. Perhaps she wants the shards to regain her human flesh and harness some incredible power. My loose concept for the shards is as follows: One day immortals ascended to heaven, leaving the mortal plane behind. One immortal, Thessa, did not ascend and instead decided to stay behind as a steward to her people. The immortals took pity on her and left behind an artifact that could one day help her to ascend to heaven should she choose to.
There are alternates to the origin of the artifact and its splintering but I won't bore you with all of that. The nodes themselves enhance magic energy and act as stable shifting points between the material and ethereal plane. As for being able to teleport between them, I feel that would make the adventure too easy as the PCs could just jump from node to node to protect them. Having them travel on foot to each site seems like a more complicated adventure. I really appreciate the thoughts though and will for sure consider making the shards have an undesired effect. ![]()
![]() The homebrew campaign I have been running has come to an important point in the story and I am at a bit of a loss. Here is some information on the background of the campaign and what the players have faced so far: *Joined up with the King's Army to face a mutual threat
So, in my world there are ley lines of magical energy and physical manifestations of concentrated magical energy known as nodes. These nodes have been researched by magic users but as of yet no discovery of their origin or use has been made. It seems the invading army has taken a great interest in the nodes and has been conquering and expanding their empire to hold power over more and more of them. The PCs have found out that the nodes themselves link the material plane with the ethereal plane and they serve some greater purpose. Now here is my issue: What is their purpose? I have thought that perhaps each node holds within it the shard of a powerful artifact that can grant the owner of all the shards immortality. So the PCs quest would turn to preventing the enemy from collecting the shards and attaining immortality. I am not 100% sold on this plot, there are so many things left unanswered and so many holes to fill. Any advise on which direction to take the story would be greatly appreciated! ![]()
![]() Rannald wrote:
I don't think that the guide should have a spot on the council as he is more of a temporary figure. He would be paid for his services as guide and would probably remain to help setup the settlement but I can't see why he would be given consideration to be on the governing council. He is hired help, not someone who cares about village politics. Perhaps the missing spot could be filled by a NPC developed by HerosBackpack? Mikael Goreden's tough retired carpenter father? ![]()
![]() Patrick Curtin wrote:
Thanks so much! Peers of the Gamer Connection I am looking for a Play by Post game starting up or looking for new players. Any tips that could point me in the right direction would be much appreciated. ![]()
![]() I propose that Devin Wortherson is revised as the following: Dovlin Wortherson - LG Human, Male (Cleric 1 (Sarenrae)/Expert 1) I would also like to propose that Mrs. Wortherson is revised as follows: Banetta Wortherson - NG Human, Female (Commoner 1/Expert 1) Banetta is an able-bodied, stout woman with rosy cheeks and plucky demeanor. Though she is both intellectual and spiritual, she is also known to be quite bawdy and a flagrant gossip. She is both a caretaker and teacher of the village youth as well as the villager's practicing mid-wife and nurse. ![]()
![]() Heaven's Agent wrote:
I would like to second this to be the climate/weather: Semi-arid with little precipitation If anyone could elaborate a bit more on how seasons manifest and temperatures fluctuate it would help round this our a bit. ![]()
![]() I would like to propose the fifth family to join the settlers: Buslem Family: Bornel Buslem - N Human, Male (Aristocrat 1/Expert 2) Conroy Buslem - NE Human, Male (Aristocrat 1/Expert 1) Tamary Buslem - NG Human, Female (Commoner 1) Family Dynamics: The Buslem's are a wealthy family who supplied a good portion of the initial start-up funding for the new settlement in hopes of reaping the rewards of the valley's rumored riches. Bornel, the family patriarch and successful merchant, hopped at the opportunity to cash in on the prospect of untapped wealth. Coming along for the ride are his two children Conroy and Tamary who have become accustomed to their fathers impulsive whims ever since their mothers unexpected passing. Conroy is a keen-eyed contemptuous snot who is in it for all he can get. As his fathers second he manages the books and skims some of the top for his troubles. He isn't above selling someone out or conducting shady business practices to get ahead, even if it isn't always done legally. His only soft spot is for his younger sister who he regards as innocent and looks after with an uncharacteristically tender hand. Tamary, Bornel's youngest, is a kind hearted girl who is not all there. After the surprising death of her mother when she was much younger she became mute and a bit dumb. Her condition was said to be caused by the trauma of her mother's death and she has never quite recovered. Family Role: The Buslem's act as the financial arm of the settlement with Bornel handling any mercantile ventures (trading and shipping/receiving of goods) while his son Conroy does the books, money lending and acts as the village treasurer. ![]()
![]() Heaven's Agent wrote:
No one is really disputing the hobgoblins ability to mine. What is missing is any motivation to do so. They are not exactly known as worldly merchants or hoarders of riches. ![]()
![]() Officially Decided Details and Purposed Ideas Terrain and Environment: Terrain and Environment:
A mountain stream flows through the valley. The ground is rocky, generally poor for growing crops, though it supports hardy native grasses and shrubs; this natural vegetation is enough to support light grazing animals, such as sheep and possibly small numbers of cattle, in addition to any native herbivores we add to the area as we progress. The valley itself leads into volcanically-formed mountains, that remain seismically active despite there not being an eruption of any kind in recorded history. The mountains are rumored to support glacial lakes and springs, and hardy trees grow upon much of their slopes. The valley opens up into the mountain's foothills, a region more suitable for crops yet still requiring more work than usual to generate any sizable harvest. Native grasses and shrubs grow here in abundance, in addition to small groves of trees near permanent and seasonal sources of water. Weather and Climate: TBD Crops/Livestock/Goods: Primary Crops: Root Vegetables, Beans and Legumes
Settler Motivations: Enterprise and Riches Common History of Area:
Government: Village Council - 10 Members, Two representatives from each of the five settling families. Settlers and Notable NPCs: Five Families: (Proposed)
Guide: (Proposed) Half-Elf, Name TBD ![]()
![]() Winnegan's fake. wrote: The are can be dotted by mines, some once worked by humans and their demi human allies, the others by hobgoblin and other humanoid tribes. What raids and wars didn't collapse, the earthquakes have a few workable mines remain, but no one is sure of where or how many, except for the one the hobgoblins are aware of and using. Demi-human? I am not sure what you mean by that. Why would hobgoblins mine? It isn't an easy enterprise and unless there is some unknown pay-off I doubt the hobgoblins would bother. ![]()
![]() Winnegan's fake. wrote: The hobgoblins of course, could have taken a partially collapsed mine, made it work again, and set up a dungeon type complex complete with forge. Where would this mine have come from? Was it a mine the hobgoblin's created themselves? If so, for what purpose? Reading through all that has been posted so far it was purposed that a community of hobgoblins once had a settlement here and were all but wiped out by some major event (quake, fire, gorge, etc) and now have a much small presence in the valley. If we were to make the remnant hobgoblins live in a mine I purpose that it is a really old mine created by humans many years before the settlers came. Perhaps that enterprise failed because of the hobgoblin threat and all that is left are some half collapsed mine shafts which the hobgoblins sought refuge in after their settlement was devastated. ![]()
![]() Heaven's Agent wrote:
I second this as the settlements initial sources of sustenance: Main Crops: Root Vegetables, Beans and Legumes
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![]() Rannald wrote:
Why would the wooden fort have been burned out? I thought it was a massive quake that flattened the Hobgoblin camp? Perhaps we can incorporate the landmark into the destruction of the Hobgoblin camp by having remnant shacks teetering on the edge of a wide and deep crack (formed by the last major quake) that runs diagonally across the valley. Most of the Hobgoblin settlement toppled or fell into the gash when the land split. ![]()
![]() Winnegan's fake. wrote:
STOP Hana sounds like a PC, not an NPC. Why would an NPC bard attempt any feats of physical prowess? What NPC bard has dump stats? Also, I don't think a fledgling settlement is a wise career choice for a bard. ![]()
![]() Heaven's Agent wrote:
As you are familiar with this type of environment, would you like to take a stab at describing the native flora and fauna? Which kinds of critters are native to this valley? What are the usual weather patterns? ![]()
![]() Decided Official Details: Government: Council of 10 (Two Family Heads)
Rocky Valley: A mountain stream flows through the valley. The ground is rocky, generally poor for growing crops, though it supports hardy native grasses and shrubs; this natural vegetation is enough to support light grazing animals, such as sheep and possibly small numbers of cattle, in addition to any native herbivores we add to the area as we progress. The valley itself leads into volcanically-formed mountains, that remain seismically active despite there not being an eruption of any kind in recorded history. The mountains are rumored to support glacial lakes and springs, and hardy trees grow upon much of their slopes. The valley opens up into the mountain's foothills, a region more suitable for crops yet still requiring more work than usual to generate any sizable harvest. Native grasses and shrubs grow here in abundance, in addition to small groves of trees near permanent and seasonal sources of water. ![]()
![]() Heaven's Agent wrote:
You are very right. If this settlement is not destined to be a ghost town it will need to be seated in a more comfortable landscape. I second this description of the valley. ![]()
![]() SmiloDan has it right. A homebrew Alchemist discovery (Hopping Bomb) is the proper direction. The goblins would have to make Handle Animal checks to ensure the frog gets hopping in the right direction. If the Goblin fails the check you should have the frog turn in a random (1d8: N, NE, E, SE, S, SW, W, NW) direction and hop off, exploding at the bottom of it's next turn. This means the frog bomb could backfire on the Goblins which is all the more fun for you and the PCs. Clever idea! ![]()
![]() I second the proposal for a council of 10, two heads from each family. As for the name, I like Tremens. Could Tremen be the lost family member? Tremen's March? Alternatives: Perhaps the settlement is at a low point in the valley and so it was called Bottom Hollow, nicknamed Shaker's Hollow as it is known to be quake territory? ![]()
![]() This sounds like a great idea! I have to agree with Heaven's Agent that everyone who has posted NPCs is jumping the gun a bit. There are many things to take into consideration before generating NPCs to fill the village. Here are the details you've decided on so far: Small Settlement (Reason: Enterprise and Riches)
Before creating further NPCs we should consider the following: Topography: What is the environment like? I would like to propose a dry dusty valley with sparse vegetation and ruddy red rock. Think 'Dust Bowl'. This would mean that the attraction to the valley wouldn't be for grazing or farm land but for the 'riches' to be found by mining. Timeframe: How long has this settlement been a settlement? I would like to propose that we 'pick-up' on the third generation of settlers which would give them time enough to have established buildings, dig wells, begin mining, setup social structure (mayor, police, etc) and root some family trees. Motivation: Why would anyone settle this dangerous valley? I would like to propose that rumors of riches buried in the rocky valley peaked the interest of some enterprising families who in turn banned together when the opportunity to seize the land presented itself. I would also like to suggest that the rumor of 'riches' was off the mark and to the present day little 'riches' have been recovered. Danger: What is the threat level? I would suggest that the Hobgoblin have not all been wiped out and some small groups still dwell in the darker spots of the valley, brooding to rebuild there numbers. There is also the threat of quakes and I think it is not unreasonable to say that minor quakes are experienced in the valley almost monthly while stronger quakes might happen once or twice a year, doing some damage. Looking forward to seeing this grow. :) ![]()
![]() Kierato wrote:
Like I said your work is good and, a bonus, its balanced. I am just being a bit picky considering I am trying to put together a setting for my players and they are tough critics. I'm just trying to look at it through their scrutinizing eyes. One I have worked out my version, balanced as I can, I will post them along with their racial pages in the homebrew forum. Keep yours eyes peeled if you are interested. Thanks for all the info. :) ![]()
![]() Kierato wrote: Read Voodoomikes race builder (on the forums) when it comes time to write your versions of the races. I will, no doubt, use this to balance my versions. Kierato wrote: The nu'moe were about 4 feet tall in the games, they are like a dwarf IMO. There is no official quote on Nu Mou height that I can find but considering how hunched and small they are I would say they are roughly the size of Gnomes. Debatable. Kierato wrote: The moogle gets a +2 int, +2 cha, that alone allows them to excel at any arcane magic, and some divine magic. I suppose that is fair but I am not sure I am comfortable with the drafted version. May have to tweak. Kierato wrote: The bangaa have unrivaled senses and perceptive abilities. Not wise maybe (this is debatable), but I think it fits (+2 to str and Con would cost 4 more points, they would have to be rebalanced). The Bangaa have small eyes which might mean bad vision. It does say they have strong senses of hearing and smell but a -4 to sight based with a plus +4 to sound based seems too out of whack considering Viera only get a plus two...and look at their ears. Maybe a -4 sight, +2 hearing, +2 smell based Perception checks? Also, you didn't address the -2 to INT, Bangaa are not unintelligent. Kierato wrote: Seequ's are rotund pigs that waddle everywhere, it seems perfect to me. Who says they cannot see on the dark? Honestly, I needed to round off their abilities and that seemed like a perfect fit. From Final Fantasy Tactics A2: "Though one would not think it to look on them, seeq are remarkably quick and agile, making for formidable foes and valued allies. They are not, however, terribly bright, and their moral compass has lost all direction. They lust for gold, jewels, and the like, often adorning their bodies with such, whether ill-gotten or otherwise." - Description Also, you fight some Seeq in FFXII and they are not slow moving. Kierato wrote: Viera: "Missing the green world" is roleplay. Mist frenzy is campaign specific while I made these for any game. It would be more of a world effect. And despite how beautiful the may be they are reclusive, unskilled in outside interaction, and distrustful of outsiders. That defines a charisma penalty. Physical appearances are only a small part of charisma. Also, not everyone would think bunny girls are beautiful, that is a matter of opinion. The 'Green Word' is a spell-like ability used by Viera to communicate with nature. Granted, Viera who leave the wood eventually loose this ability so perhaps it should be a feat? All Viera a sensitive to Mist, having not effect them in any capacity seems odd. I agree with you on not granting Viera a CHA bonus. But a CHA penalty? That seems suited specifically for viera who stay isolated in their woodland home. ![]()
![]() 0gre wrote:
Perhaps the Nu Mou should be a non-player (optional) race? I could live with that. ![]()
![]() KaeYoss wrote:
Missed that, I would completely agree. ![]()
![]() Kierato wrote: These are balanced against the core races. What important elements are missing? Well, lets see. Bangaa - Bangaa are not unintelligent or particularly wise but are instead strong and gruff. I think +2 Constitution, +2 Strength, -2 Charisma would be better suited for a Bangaa. Moogle - A Moogles aptitude for the arcane. Though their abilities with mechanics is played up in FF12, they are skilled magic users. Nu Mou - These are small creatures, not medium. They are slow moving so I would put -2 into Dex and reduce base land speed to 20ft. Seeq - Seeqs are agile but there is no bonus to Dex. They are not slow despite their appearance so their base land speed should be normal. And who said they can see in the dark? Viera - Missing the Green Word and Misty Frenzy, both of these could be circumstantial I suppose but two major things that are common among all Viera. ![]()
![]() Ivalice Race Stats:
Kierato wrote:
Oooo, neat! These are good bases but there are some important elements missing. Thanks so much for reposting! ![]()
![]() Oliver McShade wrote:
Really I am trying to adapt the world of FFXII's Ivalice to Pathfinder d20 and I was asking to figure out the racial traits for a Nu Mou which is essentially a cleric race. I don't want to pigeon hole it too much though. ![]()
![]() This may seem like a silly questions but after looking over the races in the core book I was left wondering why none of the core races have a +2 to the Wisdom Ability Score as a Racial Trait? Is this for balance reasons? Would characters with a higher base wisdom need some complicated level adjustments? Please cure me of my ignorance! Thanks! ![]()
![]() Biichama wrote:
Nice group. My party did eat the bats...they are barbarians after all. ![]()
![]() Fraust wrote: I've skimmed the first three books, and very briefly skimmed the last three. Obviously a more thurough reading of the first book should be on my list of to dos. This is always a good thing. My suggestions and arguments are based solely on the rules of the Pathfinder setting. Fraust wrote: My point with anthropology is that it isn't as broad as just anthropology. It should be seperated by culture. Saying "I understand culture" is sorta like saying "I speak other language." But honestly I feel this same way about survival...so maybe it's a me thing. I was simply saying that the skills an archaeologist might have would be of use for this particular adventure path. If it is the word archaeologist that is tripping you up consider the following: Profession (Excavator), (Historian) or even (Prehistorian). Fraust wrote: The rules support your argument...or rather what you said above does a logical explanation of the rules. I just don't feel that's how things should be. When I run games, there is no Profession (trapper), it's part of survival. To me scavenging food is part of it, but so is hunting. Killing a deer and preparing it for food for you to eat isn't that much different from killing a deer and preparing the meet for others to eat, after paying you. I am sorry if you have an issue with the rules and luckily for you a DM can run a game anyway they prefer. It is a bit odd that in your games there are no professional trappers or trackers as these were common professions appropriate for the time period. Survival is the ability of a PC to survive which doesn’t automatically mean that they know how to hunt, kill and butcher animals. Profession (Hunter) would allow a PC to kill animals with ease and they could even make a living doing it. Profession (Butcher) would allow a PC to get the most meat off of a corpse, meat that people would pay for. The point is that anyone relying on Survival is not an expert at hunting, tracking, trapping or butchering, nor could they make a decent living doing any of those things (according to the rules).
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