Neal Litherland wrote:
I have to admit I was skeptical about this but I really love your conversion. You've had well-thought out reasons for everything you've added. Starting with human makes a lot of sense since the character began as a human seduced by the Lament Configuration.
For ancient undead, you can always describe their common speech as being peppered with euphemisms, terms, and accents that seem outdated/archaic. You may even want to look up Shakespearean English for some words or phrases that might fit in the context of the creature's conversation but the players might not fully understand.
Of course, that depends on how theatrical you want to get with your DMing.
Goblins it is well-known are a scourge upon the land. They produce nothing of value and hunt the local wildlife into nonexistence. Additionally, they can't seem to resist the opportunity to harass or murder unsuspecting humans.
Physical Description: The typical goblin is roughly 4 feet tall and gangley. With their stooped posture and overly-long arms however, they seem much smaller than they actually are. Their heads are round and their hands and feet somewhat oversized. They have large, independently moveable, pointed ears that help to convey a wide range of emotions. Their mouths and eyes are large but they have small flat noses. They have skin the color of an angry bruise and milky yellowish eyes. Very few have any hair to speak of.
Society: Goblins are numerous, fecund and all but devoid of culture. In most cases the majority of a goblin tribe live in caves that open to the outside world usually in a remote area. They prefer to sleep in great heaps for warmth. The slightly more sophisticated leaders may have their own smaller cave-like rooms covered in animals skins. Goblins are rapacious hunters that prefer overwhelming numbers to organized strategies.
Relations:Goblins rarely get along with any neighbors they may have, including other goblin tribes. Competition is fierce, even with their own tribes. A clever but malicious nature asserts itself when the goblins encounter unsuspecting potential victims.
Alignment and Religion: By far, goblins are chaotic and evil in the extreme, an occasional lawful evil leader will sometimes arise who can organize a tribe for a short time, but this is rare.
Adventures: Goblins who do not fit in are typically turned upon by their tribe. Very few live to an age where they can survive alone. Those that do are incapable of working with other races in a constructive manner.
While I agree that other classes do this better with archetypes, imagine a game where the gm only allows elves to progress in the elf claas, dwarves in the dwarf class etc. There are no elven wizatds, druids, rangers, magi, etc.
In that sort of setting a racial class could be broken down into several paths that represent the different aspects/themes of the race. In elves you could have: magic, art, war, and forestry. Abilities are available with prerequisites so you can cherry pick based on how many paths,you have available (starting with one at 1st level and gaining more as you level)
In this setting only humans can choose any class available having ultimate flexibility and half races could mulriclass out of their racial parent's class with one or more general classes.
Friedrich Nietzsche wrote:
Whoa. I remember back when "dwarf" was a class the first time... Mein Gott in Himmel! The myth of eternal recurrence is true!!
The idea I'm going for was inspired by the 1st edition basic dwarf, elf, and halfling which were all classes before they were proper races. So yes you're right.
Other than that:
I realize people have a difficult time with stuff like this because they compare it to established classes and PF is so overstuffed, complicated, and escalated to power-levels out of control that most homebrew seems ridiculous.
My idea was to base them against things like the 3.5 fighter, wizard, bard, cleric, ranger, and rogue; therefore making them enticing options for players.
What I can't understand is the immediate unwillingness to give into the thought experiment and play with the idea on it's own merit. Why can't people just look at the overall concept and let's see (for fun) what kind of ideas we can put together?
Starting with the core races.
Starting with the core races.
If I go 3pp riding elk I guess I can choose any druid or druid variant. If I go stag I have to choose wild rider just because of the size of the stag and the wild riders first ability allowing to ride it.
Also I'm not sure how PF rules it but if you were restricted by weapons due to ethos in 3rd ed, you cannot choose weapons outside of that list even their available from another class
Why not just go hunter? Granting your companion woodland stride too is pretty neat.
The only reason I'm avoiding hunter is I despise the animal affinity ability. I don't think a hunter should be able to pick any animal to gain a special ability, shouldn't mix them into some sort of unholy chimera, or be able to put other animal's abilities onto their animal companion.Also I feel teamwork feats are a FOTM shtick (at least 3 classes all of a sudden had teamwork feat abilities. I feel like a drugee having their dealer pushing the newest garbage on them). Of course I also hate pool abilities for the same reason.
I'm an old school player and it shows lol
So if I wanted an elven green knight who rides a stag or an elk, whats the best route?
Right now my thoughts are Druid (wild rider archetype, riding elk 3pp animal companion or stag companion)
Adding 2 levels of Cavalier (standard bearer) for the banner ability at first level, and getting the Order of the Green.
2 levels would give me the challenge ability and the favored terrain ability of the ranger gained through the order at 2nd level.
Limits are Druid armor and weapon choices which are not great but I'd probably go spear, scimitar, hide armor and wooden shield.
Spellcasting would be for buffs and utility needs mostly.
- Any ideas on feats?
- Any thoughts on a better way to accomplish this?
Creatures that thrive in arid climates like reptiles, creatures that thrive at night to avoid the hot sun, creatures that live in mountainous regions or subterranean areas.
Monstrous insects, snakes, and rodents
Earth and Air Elementals as summonable creatures
Fiends if those planes are accessible as summoned creatures in the areas dominated by Cheliax.
So it occurs to me that I can use some of what the Shaman has for spirits/spirit animals and pare away the extra stuff:
a moderate BAB
not sure about saves (maybe based on the type of companion: combat companions give a bonus Fort, stealthy give Reflex, scholarly give Will)
Remove the wild/nature aspect. Animal Focus (from hunter) would be based just on the bonded animal type: movement based ability, lowlight vision, scent, blindsense, natural armor boost, maybe a bonus feat or a skill boost; all dependent upon the type of animal.
"In this world, humans' souls naturally exist outside of their bodies in the form of sentient "dæmons", talking animal spirits that constantly accompany, aid, and comfort their humans. Children's dæmons can freely and instantaneously change their appearance into that of any real or mythical creature; once people reach puberty, however, their dæmons settle into one permanent form."
I think a Hunter is the closest thing to a Golden Compass human and their daemon.
I'm thinking about altering the class to be more in line with that concept.
Just some thoughts:
Then figure out which ones are going to be truly exclusive to the culture in which they were created (concepts of honor, propriety, hospitality, community/racial/gender-focused, etc.). Ideas that wouldn't translate at all well across cultural boundaries.
These two steps will help pare down the deities needed to satisfy each region.
Both of these areas if they follow certain real-world cultural concepts may have nature spirits instead of true gods (which amounts to druidism).
1d100 = 5 Half-Elf with Kindred-Raised alternate racial trait
When the exiled half-elves spotted the lands that would be their home, they had no idea that others had once lived there. Landing in their weather-beaten air-ships, they found sophisticated ruins of a once thriving humanoid culture. On-foot and areal exploration uncovered a vast number of ruined cities almost fully reclaimed by nature.
Fantastic analogy with a callback to Michael Moorcock in the law/chaos axis being prevalent in their thinking.Having the Material Plane being unfixed and able to fluctuate along the axis can facilitate great storylines to play out in the world (i.e. epic world-changing consequences)
Nice job pointing out that it's just the working theory and the reality might be even more bizarre. I'll be going over what you have with a fine toothed comb later on. I'll see if anything else jumps out at me.
Just off the top of my head, Druids, Shamans, Hunters and Rangers seem to cast divine spells. (per www.d20pfsrd.com)So I'm going to amend my original statement and say "divine spellcasters" are off limits.
So suppose arcane and psychic spells are on the table as options So psionic and occult classes would be viable along with arcane spellcasters.
My assumption was that Clerics, Oracles, Warpriests, Paladins, and Inquisitors are off-limits.
Shamans, Druids, and Witches are an interesting loophole since they all receive their powers from forces that are beyond the material plane. It can be argued that Druids and Shamans might not fit that description.
The variety of classes does confuse the matter. Do Shamans and Druids draw power from extra-planar sources that are just filtered through nature?
Is the Witch's healing patron a divine entity?
Alchemists are the closest to what I was thinking about. Looking for a more physically-based healer rather than healing offered by positive energy filtered through divine entities.
Basically Surgeon versus Magical Healer.
Having been such a prolific reviewer of a wide variety of content, I can say I trust your recommendations.
It would be great to see more of this kind of thing: offering 2 or three supplement ideas that cover all kinds of different fantasy genres (sword/planet, gothic horror, steampunk, etc.)
Everything you've mentioned is a great way to flesh out the faiths. thanks for putting that all together so I can make a good checklist. :)
GM Rednal wrote:
I feel like you should take a look at The Blight, by Frog God Games. (Note that only the PDF is available right now. I don't think the hardcovers have actually been printed yet...) Having started to read it myself, it sounds pretty much dead-on for what you're looking for.
While I agree that the product is probably invaluable for what I'm attempting, the price tag of $160.00 makes it out of the question. Thanks for the offer though.
More Wall o' Text
City Overview so far. No stats in the community builder yet, just ideas:
Sprawled out against a part of the great River Danar (the river is 1800 miles long, 5 miles wide in most places), a truly ancient city built atop the urban corpses of former incarnations. In places layers of buried tunnels, caverns, & rooms extend for many meters. Closer to the docks, the more likely the layers are flooded or collapsed entirely.
Wards & Regions
The Docks lead directly into a poorly-enclosed Bazaar with both permanent & temporary shops. Night time on the docks is not the best time to go wandering around even in small groups.
The Bazaar is a flurry of activity most of the time, only quieting down late at night. It is a major thoroughfare for nefarious folk entering or leaving the city as it is not fully walled in & poorly guarded at night.
The Foreign Quarter is docks adjacent & organized into enclaves & neighborhoods according to race/culture. Some are visiting merchants & dignitaries, others are immigrants who have settled in the city.
The Necropolis is primarily reserved for nobility & wealthy merchants or other officials.
Known Temples & Cults
Sacred Harlot Religion: Organized & recognized by the leaders as official. Found in both the slums & Nobles Ward. An excellent source of information.
Cult of The River God: Considered official just to satisfy dock & river workers. Devotees appease the god more than worship it. River workers report seeing long, sinewy undulating coils break the surface of the water at a distance, but the whole creature has never been sighted.
Lord of The Underworld/Guardian of the Departed: Official & organized religion sees to funerary needs, consoles the grieving, & guards the Necropolis.
Agriculture God: Found mainly in surrounding farming communities. Depicted as an aurochs headed, burly, tanned man holding a sickle & flail.
Inspired by expansive cities such as Waterdeep, The Free-City of Greyhawk, & Fritz Lieber's Lankhmar, I'm tentatively thinking of a city-based setting.
I'm not a terribly big fan of Tolkien races so right now Humans & Ratfolk are on my short-list of playables. Any that people would like to offer; I'm open to listening.
I AM however super interested in grim, sword & sorcery novels. My idea of a gigantic city is not all clean streets, parks & war wizards patrolling neighborhoods. More like narrow labyrinthine streets choked with masses of citizens animals. Wizards rarely see the light of day, priests appease fickle gods & roaming thugs prowl slums & alleys at night. Nobles live a part from the masses, guarded by hardened mercenaries.
Classes are a hard one for me as an old school player: I see Fighters & Rogues. Urban versions of barbarians & druids also seem to fit. Clerics seem like a no-brainer, but inquisitors, shamans, & warpriests - not so much.
I have a wild hair to add Mediums & Occultists because spirits would be abundant in a city-setting & implements would also be likely. Besides, thematically I like those classes a lot. Oracles, Brawlers, Slayers, also all fit.
Classes like Bards, Investigators, Swashbucklers, Gunslingers, Monks, Ninja, Skalds, Samurai, Cavaliers, Vigilantes all have a tech/social/cultural level either higher or too foreign than the gritty rough & tumble environment I'm interested in offering (i.e. Renaissance Europe, Ancient Japan, Old Norse, don't feel like sword & sorcery.). Theme is important to me but kitchen sink-style has never been something I've liked about published settings.
So I'm just opening this to the forum for the heck of it. Anyone who wants to toss out ideas are welcome. Sorry about the Wall o' Text
Lot's of Love/Hate for the Bulette. Not surprising, it's iconic.
And yes, a lot of different spelling (more authentic vs. anglicized being most common) issues for similar or essentially same creatures.
I absolutely love the concept and execution in game terms of the Bugbear. But I despise the name. It's comical and trite to me. It doesn't inspire the fear that the name is supposed to be derived from.
Does anyone else have creatures they love but the names just let them down or turn them off? What do you do about it?
Go to Saurian 3PP Race..
I try not to let class descriptions dictate roleplaying. A character's reputation should be determined by their backstory, not their levels.
While there's merit to the "class is just a chassis" school of thought. I think OP is stating that his world has distinct delineations of class.Paladins for example are an affiliation if not a loose organization and as such have an overall reputation just like Spanish Conquistadors, Hessian Mercenaries and Mongols have a general reputation for us and for the people who lived during the times that those groups operated.
It stands to reason that a class such as paladin (ALL ARE LAWFUL GOOD) or monks (ALL ARE LAWFUL), would have a generalized reputation about them.
Groups like Evokers, Necromancers, Illusionists would all act in a similar manner if for no other reason than the flavor of magic they pursue and again generalizations about them would be commonplace.
In a world where no one identifies themselves by these group terms would obviously not have those generalizations heaped upon them.
If the character has already applied the aging modifiers to it's base ability scores, it stands to reason that those modifiers should not be applied again to the static modifiers you add or subtract in animal or hybrid form.
If the character is using completely different ability scores for hybrid or animal form, then the modifiers would be applied as normal.
Rusty Ironpants wrote:
Add the Dire Creature 3pp template from www.d20pfsrd.com to a Halfling and it will trounce a human.
Even adding the Giant Simple Template to the Halfling yields a much better medium creature. Based on the Halfling ability mods, it nets a +2 Str, +2 Con, AND a +2 Cha. +2 natural armor to boot.
Any GM that would allow me to play a Dire Halfling (or Giant Halfling) in place of a Human would make me very happy LOL.
Humans are the dominant race/species of many, many rpg worlds. Most of them are 1 HD (1d4 hp in fact) creatures. How do we explain that?
I have to say that a juxtaposed set of values and mental traits does create an alien mindset. I supposed if their actions seem to be counter to their plots and schemes, humans (and demi-humans) might be scratching their head about how to deal with these creatures. Keeping the players and the characters off balance almost all of the time.
Common is Atlantean you guys! Actually based on the link "Common is subjective based on the part of the world you live in. either Taldane or Tien
3.5 has a write up in the Realms about them. They mention that before men, the Aboleths ruled everything. Once other races popped up they took over and the Aboleths are jealous basically.
Take a look at Lords of Madness (which has a section on Aboleths) from 3.5 and Elder Evils from 3 or 3.5 for some ideas to add to your game.