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James Stephens 4's page

Organized Play Member. 23 posts. No reviews. No lists. 1 wishlist. 1 Organized Play character. 1 alias.


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Definitely one that I'm going to buy when it comes out. Loved Blue Rose.

Dylan

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This is one of those things I'm going to have to seriously house rule in my games. Logic has to overcome game convenience in this matter.

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This makes me happy and glad that I have thrown so many of my gaming dollars towards Paizo's direction. Over the years I have been in groups that have included a variety of people and always felt the game wasn't as important as the group, that without the gaming community the game itself wasn't much fun. when the push to 4th edition and Paizo's announcement that they were going to do their own roleplaying game came out, my wife and I went to Gen Con and were seriously back and forth as to how we were going to move our games forward (at the time she was just beginging to DM and our group was full of a lot of novices) When we met the group at the Paizo booth, it confirmed what I had always suspected of these people who had (admittedly unintentionally) shaped my teenage years at other companies and had come together here. This was a group of writers, editors, and gaming professionals that saw the gaming community as vital as the game itself.
I can't say that I am any more proud of this company as I have never been less than exceedingly proud of this group of people that see their fans as people and not just as numbers. Keep up the excellent work.

James

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...where're my gremlin stomping shoes?

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Alright, once again not sure where this would go, but I have to make the request. The eighteen year old daughter of a friend recently bought a 2011 Ford Fiesta in...wait for it....Goblin Green. Now my warped imagination instantly went to what would be perfect for this car (especially since said daughter should be an adopted goblin for sheer deviousness and delight at things going boom). She needs a Pathfinder Goblin Decal for her car.

Alas, there is no such decal, at least none that I am aware of. Would it be possible to come up with one, or if there is one where I could get it? I really think this could be a good seller amongst us in the goblin devest- er I mean preservation society.

James

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the Stick wrote:
James? *listens to echo*

Echo...echo...Cthulu...wait, what?

Sorry about being...elsewhere. The game has been shuffled to the back of the pack, but we have a regular sunday night game in Salisbury where we play a bit of everything. We're currently wrapping up a savage worlds game and my wife is actually going to run her first game in a couple weeks.

We had a blast with the game and it turned out like I wanted it to this time, albeit with a lot more strangeness.

Email:
The best way to get in touch with me is through my email:blue_jay_mystic@yahoo.com

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I just decided to post these as...well it really doesn't matter why. I just am.

James

Draugr (Corpse Folk)
Some races are beautiful and wonderful. The Draugr consider themselves neither. Born out of the twisted experiments of ancient necromancers long dead and forgotten, the Draugr (or corpse folk as they are commonly known) cling to the shadows of the world. Each one hoping that they may someday find either a way to lift their curse or a home where they are accepted.
Draugr do breed true when they meet others of their kind, but another disturbing effect is that they are also fertile with most humanoid races, with the resulting child always being a Draugr.

Physical description: Adult Draugr normally stand between five and six feet tall with cordlike muscles and taught skin. Rare is the frail or obese Draugr, not because of any social stigma but rather a weakened draugr normally doesn’t last long in the world. The most unsettling feature of the draugrs, however, is their face, looking as if dead with skin so taught that it appears to be part of the muscle beneath.

Society: Draugr culture is survival at all cost. They have no culture of their own and often adapt to those around them. As they are rarely more than one or two families in an area, language and culture tend to be ad hoc collections from other races.
Relations: The easy way to put this is that Draugr hate every one. A more accurate way of putting it would bt that they have learned to fear and distrust all that are around them. Even a life long friend could be goaded into carrying a torch against you, so best to be on your own.

Alignment and Religion: Draugr are not known to be religious as a whole and their general bitterness towards the world tends to lead them away from the path of goodness. Still, nobility can even come into the most tortured of souls and even those seemingly abandoned by the gods can find faith. Draugr that follow deities normally follow those of death and night.

Adventures: All Draugr are essentially adventurers, as each are trying to find their way in the world
.
Names: Draugr names come from whatever culture they were raised near, with most of them being some derivation of corpse or undead.

Draugr Racial Traits
+2 Constitution, +2 Intelligence, -2 Charisma. Draugr are Hardy and resourceful race, though are quite surly and Physically intimidating.
Medium Size: Draugr are medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Draugr have a base speed of 30 feet.
Darkvision: Draugr can see in the dark up to 60 feet.
Frightful Visage: Draugr receive a +2 racial bonus to all intimidate checks.
Necromantic Resistance: Due to their origins, Draugr receive a +2 racial bonus to Saving throws versus any Necromantic spell or negative energy attack. The Draugr receive this even if a saving throw is normally not allowed.
Weapon Familiarity: Long accustomed to having to defend themselves from enemies and allies alike, Draugr begin with proficiency in any one martial weapon they choose.
Shadow Walker: Accustomed to the need to move about unnoticed, Draugr have a +2 racial bonus to Stealth roles.
Languages.: All Draugr begin play speaking common. Draugr with high intelligence scores can learn any language they want (Excepting secret languages, such as Druidic).

Leixhan(Sea Folk)
Survivors of a tragedy or travelers from another world; many are the tales that surround the Leixhan. Equally at home in the water or on dry land, rumors persist about these mercurial beings, yet none of these tales come from the Leixhan themselves. They would rather look to the future than dwell in the past.

Physical Description: Average height but very lithe and graceful in their movements. There is a slight webbing between the fingers and toes. The face is oval but angular with a small, less pronounced nose and wide set eyes that seem slightly larger than normal. Skin tones can be any color, mimicking any of the fish of the world. Their bodies are completely hairless, having 3-7 fin-like ridges on their head that can reach as far as the shoulder blades. Occasionally some will have stiffer spiney fins on the underside of their forearms.

Society: Leixhan follow an ancient caste system that governs every facet of life, with priests and wizard holding the highest ranking. Below them are warriors and merchants who keep their people together and prosperous, followed by farmers servants. Rogues ands bandits are considered anathema to the Leixhan nature and as such thieves are dealt with harshly.
Leixhan Racial Traits
+2 Intelligence, +2 Charisma.
Medium Size
Normal Speed
Darkvision 60’
Swimming: Leixhan have a swimming speed of 40’.
Amphibious: Leixhan can breathe both water and air, but can only stay out of the water a number of hours each day equal to their constitution score. If they are out longer than that, the Leixhan loses one Con per hour until they return to the water or reach zero Constitution and die.
Seawise: Leixhan receive a +2 racial bonus to Survival and Swim checks while in an aquatic setting.
Weapon Familiarity: Leixhan are proficient in the Trident and Net.
Languages: Leixhan begin with Common and Aquan. Leixhan with exceptional intelligence may also learn any of the following languages:

Sileni_(Horse Folk)________________
Sileni (both singular and plural) are one of the true enigmas of the known lands. A proud warrior society, they have never raided any of the other races lands. Obvious to most to have been descended from horses, they live most of their lives on the sea. Their people are almost without exception passionate and gregarious, yet they are less prone to quarrel than even the Halflings. To an outsider, the Sileni seem a race of contradictions, and many Sileni see that as the way of things, because the other races are just as puzzling to them.
Physical description: Sileni stand between six and seven feet tall, with powerful barrel chests, two strong equine legs, Two equally strong arms, ending in four digit hands, and a very horse like head. They are covered in a fine pelt-like hair that ranges in color from pale white to Blue-black and every shade in between, with a matching mane coming down from the top of their heads. Their eyes run from shades of blue to brown with an occasional grey or green.
Society: Matriarchal by nature, the Sileni life is often regimented around their ships, with a female captain in charge of a crew consisting of seventy to eighty Sileni of both genders. Each ship is part of a fleet which answers to a matron, and each matron in turn answers by tradition to a council of Marshals that in turn answer to the Great Matron.
Relations:
Alignment and Religion: Sileni have what many believe to be a contradicting belief in passion and precission. Through these principles, all Sileni find their way in life. Therefore, there are almost no chaotic Sileni, though those that exist are most likely adventures. Most Sileni venerate the Great Mother, the progenitor of their race and for whom there is no real organized religion. Most religious orders among the Sileni are made up of Druids and Oracles.
Adventures: As most if not all roles in the Sileni governing system are controlled by women (even the title of Nobility is Mare), many male Sileni set out on a life of adventuring in an effort to find a place for themselves. Some female Sileni also set out through the known lands in an attempt to prove themselves outside of a system that panders to one gender over another. These journeys are seen by elders as often youthful impulsiveness that once run out will cause these children to come back to the way things always have been.
Male Names: Astaban, Basilio, Co’re, Dimas, Iago, Oldan.
Female Names: Avella, Casila, Elfiena, Lurina, Reina, Zarita

Sileni Racial Traits
+2 Strength, +2 Charisma, -2 Wisdom. Sileni are physically strong and filled with a definite sense of self. However, their self confidence often borders on arrogance, often causing them to act impetuously and foolishly trust.
Medium Size: Sileni are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Sileni have a base speed of 30 feet.
Low Light Vision: Sileni can see twice as far as humans in conditions of dim light.
Sharp Eyes: Sileni receive a +2 to perception checks involving sight.
Powerful Build: Sileni are able to use weapons one size category larger than themselves without penalty.
Corsair Blood: Sileni are born on the seas and as such Swim and Profession (Sailor) checks have a +2 bonus. These skills are always class skills.
Hale: Sileni Receive a +2 racial bonus on saving throws against poisons, diseases, and fatigue.
Languages: Sileni begin play knowing Sileni and Common. Sileni with high intelligence scores can choose from the following: Draconic, Aquan, Celestial, and Hr’Akir.

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okay, wow....*blink blink*.

In case any of you are wondering about my sporadic answers, I don't have internet at home at the moment and am relying on the kindness of friends and the obliviousness of my job to check this site and answer posts. Which generally means that I am only able to check back between 5 and 9 pm monday through friday and a couple hours on the weekend or when I can catch a friend at home.

Again, thanks for all the great advice and the great comments on what I've posted.

James

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I'm thinking it may be now that I've looked at it. All of you have put up some great advice. I think it is just getting to that pint where I need another set of eyes and actual experience with editing to look at it. As my wife puts it, I'm more head in the clouds than feet in reality.

I'm more of the "hey this sounds like a cool idea," kind of person and once I've figured out how to do it want to work on the next project. It sounds kinda sad, but I don't normally think of how to package or market it. Even the working title for my little project was just two words that evoked some feeling in me: Shadows Aubade.

James

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w0nkothesane wrote:

I'd like to drop in and say that I like the example a lot, and this is coming from somebody who usually has a bad knee-jerk reaction to any anthropomorphic PC races in fantasy games. Can't explain my dislike, but it was well written, worded, and edited.

I can't give you any industry advice, but I say keep writing and go for it. With some more work material (such as racial feats or weapons, maybe a few NPC stats, stuff like that) I could see that holding its own alongside any of the $1-5 small-scale PDFs available online detailing a race, class, et cetera.

I'm curious about the magnitude of material you've got put together and/or are planning on having. Are we talking Campaign Setting scale, or races/classes that can be plopped into existing campaigns, or somewhere between? I think that answer would help those who can give industry advice out a lot, too.

Well, thank you. Like I said above, I was thinking something of a chap book, like the Pathfinder Chronicles books in size. Most of this is stuff that can be dropped into an existing campaign. I have about six to eight races, about four classes that I'm focusing on. lots of feats(Racial, Class, and some fun ones that sprang to mind), and some spells that have been wandering around my world.

Could it be expanded into a campaign setting? I know several of my friends that have played in my games would love that answer to be yes, but I'm more than content to see what others do with my inventions.

Besides, the secrets of my campaign world would make Lovecraft wince.

The Exchange

How's this for an example of what I'm doing?

Sileni:

Sileni (Horse Folk)
Sileni (both singular and plural) are one of the true enigmas of the known lands. A proud warrior society, they have never raided any of the other races lands. Obviously to most to have been descended from horses, they live most of their lives on the sea. Their people are almost without exception passionate and gregarious, yet they are less prone to quarrel than even the Halflings. To an outsider, the Sileni seem a race of contradictions, and many Sileni see that as the way of things, because the other races are just as puzzling to them.
Physical description: Sileni stand between six and seven feet tall, with powerful barrel chests, two strong equine legs, Two equally strong arms, ending in four digit hands, and a very horse like head. They are covered in a fine pelt-like hair that ranges in color from pale white to Blue-black and every shade in between, with a matching mane coming down from the top of their heads. Their eyes run from shades of blue to brown with an occasional grey or green.
Society: Matriarchal by nature, the Sileni life is often regimented around their ships, with a female captain in charge of a crew consisting of seventy to eighty Sileni of both genders. Each ship is part of a fleet which answers to a matron, and each matron in turn answers by tradition to a council of Marshals that in turn answer to the Great Matron.
Relations:
Alignment and Religion: Sileni have what many believe to be a contradicting belief in passion and precission. Through these principles, all Sileni find their way in life. Therefore, there are almost no chaotic Sileni, though those that exist are most likely adventures. Most Sileni venerate the Great Mother, the progenitor of their race and for whom there is no real organized religion. Most religious orders among the Sileni are made up of Druids and Oracles.
Adventures: As most if not all roles in the Sileni governing system are controlled by women (even the title of Nobility is Mare), many male Sileni set out on a life of adventuring in an effort to find a place for themselves. Some female Sileni also set out through the known lands in an attempt to prove themselves outside of a system that panders to one gender over another. These journeys are seen by elders as often youthful impulsiveness that once run out will cause these children to come back to the way things always have been.
Male Names: Astaban, Basilio, Co’re, Dimas, Iago, Oldan.
Female Names: Avella, Casila, Elfiena, Lurina, Reina, Zarita

Sileni Racial Traits
+2 Strength, +2 Charisma, -2 Wisdom, Appearance 2d8. Sileni are physically strong and filled with a definite sense of self. However, their self confidence often borders on arrogance, often causing them to act impetuously and foolishly trust.
Medium Size: Sileni are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Sileni have a base speed of 30 feet.
Low Light Vision: Sileni can see twice as far as humans in conditions of dim light.
Sharp Eyes: Sileni receive a +2 to perception checks involving sight.
Powerful Build: Sileni are able to use weapons one size category larger than themselves without penalty.
Corsair Blood: Sileni are born on the seas and as such Swim and Profession (Sailor) checks have a +2 bonus. These skills are always class skills.
Hale: Sileni Receive a +2 racial bonus on saving throws against poisons, diseases, and fatigue.
Languages: Sileni begin play knowing Sileni and Common. Sileni with high intelligence scores can choose from the following: Draconic, Aquan, Celestial, and Hr’Akir.

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LMPjr007 wrote:


OK, first question, are you doing these for fun, fame and funds (cash money)?

Well let's see here....Fun? Yes, roleplaying has been my favorite hobby/addiction over the years and some of this stuff I have been tinkering with since I was 15. You don't keep doing this stuff if you don't enjoy it.

Fame? I could take it or leave it. I mean it'd be nice to see my name on something other than a rejection letter, but I really just want people to have fun with my stuff.

Funds? I have to say it would be nice to get paid for this. I mean I'm 33 and Some compensation for the work I've put in this stuff would be nice. On the other hand, I'm such a nitpicker that I don't think starting my own company is the way to go either. As I said, I was thinking of shopping this stuff out to other publishers at one point.

Qwillion wrote:

Without knowing more about the product, its size, its scope, its target market, if you already have artwork, layout, play-testers, etc... there is no way to tell you what to do.

Knowing your longterm goals for the project is a good place to start, but after that write up a business plan. Even with no knowlledge of the market,its easier to give advice pointing out the flaws in a plan than it is for me to teach you what its taken me 3 years to learn.

The project is more of a chap book, like the Pathfinder Chronicles books. Its mostly bits and pieces that I've had in my games for years, updated for Pathfinder (From 2nd, 3rd, 3.5,etc) And given some text. I have no art and everyartist that I have tried to work with has either ended up calling me crazy or taking what they worked on and selling it someplace else.

On the bright side, I've learned the value of not working with friends on something that you are putting way more effort into then they are.

So there you go.

Hope that helps with the advice.

James

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Anyone remember when I made this declaration about having some stuff that I was working on to use with Pathfinder? Anyone? Really? No? Oh good...Well if you have, My original claim was that I'd have an Alpha playtest ready for the Beta release so I could try shopping it out at Gen Con Indy that year.
Yeah, that didn't work out. So I shot for the game's release and...this past January I finally had the alpha ready for the races. The class ideas I came up with, I'm still working on two of them. the rest are either in the process of drastic revisions or have been completely abandoned. I also cut out an alternate spellpoint system that just wasn't working.
So, I'm about to have this trimmed down project in a full alpha playtest and it occurred to me: I know jack about the business side of roleplaying games. Most of this is stuff from my homebrew that I've wanted to share with others over the years. I'd still like to make some money off of it, but am totally at a loss as to how to do it.
I'm really just shooting in the dark here, hopoing Lewis, Wolfgang, or a couple of the rest of you that have been successful could give me some advice.
To the folks at Paizo, I figure this is probably in the wrong place and for that I apologize. I just want to put out something that doesn't look like a ten-year-old did it.

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Sounds like fun. I should probably start a campaign journal either here or on Dumpshock so that everyone else can enjoy the hilarity of this group.

They are currently all women. There is Princess (the face of the group and the daughter of a CAS Senator), Gremlin (A troll Hermetic Wizard with a tenage brother to care for and a nasty problem with technology), and Bastille (a rather gun happy ex-marine). Add to this mix two Adepts (one an NPC and the other controlled by one of the three players) and you have an as yet unnamed Shadowrun team that has already managed to (accidentally) blow up one major suburb.

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That might be a bit of a drive for you. Still, if anyone has any ideas about some mischief I can throw at my little team of malcontents I'll be very appreciative.

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For those of you in the area, I have started an SR(4th edition) game with my gaming group. Note, they are a trio of novices, and I would welcome new players. More infor if anyone is interested.

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D'oh! I've got too much planned and if I just disappeared at Gen Con for four hours, my wife would kill me. besides, it's supposed to be a working vacation of sorts.
Ah well, at least I get to stock up on all that Pathfinder goodness.

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No problem. Of course, this has given me a nifty little bit of inspiration on my little project. High Psionics world with a very fantastic edge. could be interesting.

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Hmm... Pretty good, on the low fantasy. On high fantasy however, not so much. It actually has nothing to do with magic. High Fantasy as identified in most writer sources has to deal with the high struggle of good versus evil and cosmic world ending struggle. Dragonlance is the only one that even closely falls into High Fantasy. Other good examples are the Wheel of Time and the Chronicles of Narnia.
The feel is the ultimate battles of Good versus Evil, and the hero is the focus of all moral purity.

What you described is more heroic fantasy in a high magic setting. Morality doesn't really play a part in the realms, even less so in Eberron or Greyhawk. Rarely are the heroes adventures going to change the shape of reality, and that's good. Really, how boring is it to keep saving the world?

Now as I said before, are Psionics "High Fantasy"? NO, because its very nature keeps them from traveling far beyond the personal. Is it Heroic? It can be, due to the fact that Psionics are about how the individual handles them. It it fun? well, as far as I am concerned it is.

Now, for the big one. Should Psionics be a part of the main book? No, but it should be a supplement.

James

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Alright, I have to say something about what I keep seeing on these boards. they all seem to float around the phrase "high fantasy". I really get annoyed by the use of that phrase, especially when it comes to roleplaying games. Folks, the great majority of people do not play "high fantasy" even if they think they do. High fantasy is a lot more than elves and dwarves and furry footed short people. Quit misusing it.
As for Psionics, I'm all for it. As a suplement. Not in the core book. Is it "High Fantasy"? No, but it's fun. and that is what a roleplaying game is ultimately about, having fun.

Jason, Eric, Lisa, and whoever else is looking into these boards from Paizo; I apologize for partially threadjacking this board and it may sound a bit like a flame, but I assure you it's not meant to. I just really get tired of the misuse of words in general.

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Alright, let me clarify my previous statement. I am working on something. I can't give too many hints away, mainly because my players would probably flay me alive. Let us just say that my alpha playtest will be ready by Gen Con. As I have no company or anyone supporting me, I am doing this in whatever free time I can find.

What I can promise is at least five new takes on races and at least one new class. More if I can get the magic variant to work. And like I said, this is inspired by that great book create by Monte Cook, not the WotC book that came after.

Also, many of these races classes and ideas I have been playing with since my college days (all the way back in the second editiion ages). So, it will be interseting to see how people react to what my players have had to deal with over the years.

More coming eventually

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Hmm...an arcana unearthed styled supplement. possibly written by some intrepid fans of this experiment with ideas from their own home brewed games and suggestions from others. Quite possibly playtesting them in those very same games that they are trying out the new system.
But then who would want to take such a gamble?

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okay, I think one of the goals is to make this simpler to understand. add side effects strikes me as making things unreasonably messy. I personally like the idea of +1d6 per two levels, and being a DM I see it as something that is easily understood and a simple fix to a broken ability.

I would like to hear of some people who have play tested this and get their thoughts.