Originally, I was going to create a a PFRPG version of Traveller using some of the T20 Rules. Alas, I scrapped that as I was hoping to incorporate other Sci-Fi staples into it such as shielding, FTL communication, Teleporters, et cetera but the actual T20 rules seemed to not allow for that to be easily added. I look forward to what comes of this and hope to see "sneak peeks" soon! Thank you guys for including this but please make the rules flexible enough that "home grown" campaigns can be easily run with these rules. You see I am a fan of the SyFy show "Dark Matter" and would love to see rules to help me make a Table Top RPG setting. Thank you all!
I have enjoyed reading about The Esoteric Order of the Palatine Eye in the second title of the Carion Crown AP (The Trial of the Beast). Why is that? Well it is because I am (cue the conspiracy theory music) a Free Mason and I was looking for a way to incorpoarate that into my gaming. I must say that your company got a lot of things right(though I am forbidden to go into detail as to what they are and why) and you have also played on the myths as well but have done it in a tasteful way. Very well done Paizo...very well done!
I have been toying around with an idea and I am wondering if those of you who have read through the playtest book can give me some pointers. I was going to base the Pure Blood Azlanti using the stadard Human template but replace the Bonus Feat abilitity with an ability I call "Borderline Psychic" which acts in every way like the "Alertness" feat AND can be stacked with WITH feat. With the current way the Advanced Races Guide book is written, is this "do-able"?
I ahve come up with a way that might reduce the time spent rolling dice. It has some flaws but tell me what you think. Each weapon has a base damage according to the table below. When a "hit" is scored, compare the adjusted number rolled to the AC of the target. Add the difference in the attack roll and AC to the base damage of the weapon. Criticals are resolved the same as before. Example: Total Attack bonus +6 strikes againts an AC 18 with weapon of base damage 5. Attacker rolls 16 + 6 = 22. Damage is 9 (base 5 plus 4 from the earlier 22 - 18).
1d4 = 2
First the "negatives" of this system:
1. Less min. and less max. damage. Extremes are lost. This is most notable in high damage weapons.
Now the "positives":
1. Less rolling. No damage dice to roll. After a hit, you will only have to roll again if you need to check for a critical.
+2 STR, +2 CON, -2 DEX
No not officially but I was consider adding that to my Galorian Campaign. As the Thaasiolian Empire was reaching the height of decadence, there were 21,000 from each of the seven empires who actually lived righteous lives. These invididuals knew that there was no way that they could stand against the Runelords but they could escape them! They worked on a way to go to a demiplane where they could live in peace. They made a pact to avoid the magic that corrputed the Runelords. The refugees from the Kingdom of Lust decided to derive thier magic from the power of Chastity. The subjects from the Land of Gluttony derived thier magic from Temperance. Those who hailed from the Nation of Greed took to the Power of Charity. Citizens of the State of Wrath found the strentgth fo rom the Power of Patience. The people of the Empire of Envy turned to Kindness for thier magic. Finally the one who turned away from the Land of Pride took on the mantle of Humility. Their Sihedrons are similar but instead have runes of Sacrement as opposed to sin. Further more when Thassilon fell, these Azlanti refugees decided not to interfere directly with the lands of Varasia but work "behid the scenes". The 147,000 will one day make a return as Varsians have seen in their visions.
How difficult is it to convert OGL beasties to PFRPG? I want to give my players the full experience of this absolutely beautiful system and not short change the experience of fighting the variuos monsters (i.e. niether making the critters too hard nor too easy). How involved (if at all) is it and is there a "quick and dirty" way to do it. My game is coming up soon so any help would be appreciated!
I am going to be converting my Kingdoms of Kalamar setting to Pathfinder Role Playing Game Rules. There are Domains in KofK that aren't covered in the PFRPG core rule set. Has anyone tackled converting Domain powers from other campaign settings to fit the PFRPG rules? Heck, is this even the place to discuss this?
Edited as follows:
Academics (Intelligence) - Knowledge (Geography), Knowledge (History), Knowledge (Engineering), Linguistics
Acrobatics (Dexterity) - Balance, Escape Artist, Rope Use & Tumble
Arcana (Intelligence) - Knowledge (Arcana), Knowledge (Monster: Elemental, Fey, Magical Beast, Monstrous Humanoid)
Athletics (Strength) - Climb, Jump, & Swim
Dungeoneering (Wisdom) - Knowledge (Dungeoneering), Knowledge (Monster: Aberration, Dragon, Giant, Ooze), Survival (Dungeon)
Insight (Wisdom) - Sense Motive, Pick up on hints, Discern others attitudes
Larceny (Dexterity) - Disable Device & Sleight of Hand
Nature (Wisdom) - Knowledge (Nature), Handle Animal, Survival (Nature) Knowledge (Monster: Animal, Plant, and Magical Beast)
Oratory (Charisma) - Diplomacy & Intimidate
Perception (Wisdom) - Unchanged from PFRPG Rules
Religion (Intelligence) - Knowledge (Religion), Monster Knowledge (Outsider, Undead)
Subterfuge (Charisma) - Bluff & Disguise
Urban (Intelligence) - Appraise, Streetwise, Knowledge (Local), Knowledge (Nobility/Royalty/Civics), Monster Knowledge (Humanoids, Vermin) Survival (Urban)
As you can see this leaves Craft, Fly, Perform, Profession, Ride, and Use Magic Device on their own. This brings the total from thiry-five down to eighteen. What does everyone think?