While I did notice that there are references to Goblin's love of fire, tendency to sing and the use of the Dogslicer, with the change to Goblins becoming more civilized, have Goblins given up on some of their old beliefs? Namely, that writing steals words from your head or that a horse's hooves will steal your soul? One of my favorite details from the We Be Goblins series is that the Goblin Alchemist's formula book uses pictographs rather than words.
I have been working on a campaign set in Alkenstar and this has given me a lot of ideas on how to implement guns into my new campaign. Because one of the issues I have seen while preparing this campaign is that the art depicting characters in Alkenstar, especially the Shield Marshals, often shows them using revolvers rather than flintlock pistols. There are some exceptions. Maybe because the campaign will have a more 'wild west' theme to it, the idea of giving the players weapons that can fire multiple times per round isn't as sacrilegious as some people. I will have to mess with the numbers, but the idea of 1 action = 1 bullet, 2 actions = 3 bullets seems like it could work. Just to toss an idea out there:
Because I cannot wait until August to find out the answers, I wanted to speculate and question the details of the Gap. An undisclosed period of time where the entire universe has amnesia and something went down. While I won't debate what happened (yet), I wonder what the initial events following the Gap were. For instance, was the Gap a total and complete amnesiac event? Did people forget their spouses, their jobs, even their names? Did entire political landscape have to be rewritten right then and there because no one could remember what it was like before? Is it possible that some person awoke to find themselves Kings because their clothes were the best in the group? Did wizards (technomagi) have to learn spells from scratch, scientist rediscover the laws of the universe and more? Were languages suddenly forgotten? Or did people still have a vague idea? Maybe they knew how to fly a ship but no knowledge of when they learned. A dozen alien languages rattling in their heads. A connection to the person in the room with them. Or is it just a loss of history. Full knowledge of their skills, capabilities and relations but a total lack of knowledge how they arrived in their current situation?
I know a lot of people dislike prestige classes for different reasons. Either they weren't worth it mechanically or their bonuses didn't compare with going 20 levels in a single class or that archetypes for the most part get rid of needing to wait 7+ levels for the benefits a prestige class might offer. But I still think they are really cool and I'm sad that they haven't had any support in what seems like forever. Especially if it had some really great flavor behind it, like the Hellknights, Riftwardens or any of the Pathfinder prestige classes, or if they had a really awesome theme, like Dragon Disciple (I do still see a Dragon Disciple on occassion in PFS, although they have mostly been replaced with Bloodragers). It was just kind of fun to me to work towards some kind of goal or to see a player get really invested in an organization and get access to special training. I understand why they are no longer popular (Archetypes are much better in nearly every way) but still. There is nothing stopping a player from taking a prestige class, but very, very rarely do you see it happen.
Tomorrow, my core group of players and I are gathering to discuss a new campaign and I was going to propose a setting that I have been working on for a while that I can only describe as Victorian Fantasy. Not to be confused with Steampunk, which gets a lot of its themes and motifs from the Victorian era, but a setting that I imagine as 'if Lord of the Rings continued for a few hundred more years'. I have been working on it for a bit and several of the players I have mentioned it to seem to like the idea. This would almost certainly be a 'Firearms Everywhere' setting and while Paizo did an awesome job, I just generally dislike the rules for Firearms. I even posted a few weeks back asking for alternative rules and while I got a few suggestions, I wasn't that pleased and decided to go about making something else. I wanted to post them here and get some opinions on them and tweak them, should this campaign come to pass. Penetration
I could have sworn there was an armor enchantment that protected against bullets, but I can not locate it. If there really isn't, then I would add an armor enchantment that either either gives the armor a minimum armor bonus (As in, even if a character is using an elephant gun with armor piercing rounds, this armor can not be reduced below X) and/or an armor that can not be reduced at all. (Note: I am still researching generally era appropriate firearms, so the examples used are just generic 'Old west' weapons. Also, the numbers are going to change as I do more research and find out how powerful these weapons were. For instance, the Penetration of the Colt .45 is based entirely on that one scene in a Fistful of Dollars where the badguy can't shoot through Clint Eastwood's breastplate. Although, in retrospect, I can't remember what gun the badguy used.)
If Character 1 is wearing a Breastplate and Character 2 shoots him with a Colt .45, Character 1 only gets a +2 to his AC rather than the normal +6. If a moment later, Character 3 shows up wearing only studded leather (a duster, of course), he loses the +3 bonus to his AC, but no more since the Penetration can not reduce armor below 0. Reload
Gunslinger
Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed. (Because firearms no longer completely negate armor, the Gunslinger can spend a grit to complete ignore an enemies armor for one attack.) Lightning Reload (Ex): At 11th level, as long as the gunslinger has at least 1 grit point, she can reload a single firearm as a move action once per round. If she is using a cartridge, she can reload a single firearm of the weapon as a swift action each round instead. Furthermore, using this deed does not provoke attacks of opportunity. (Because I wanted to keep reloading as a Full Action, the Gunslinger would be the only class that could reload faster than a full round.)
If that title doesn't grab your attention, I don't know what will. Yeah, but no, this thread will be discussing very sensitive topics such as race and racism in gaming. I hope that we can all be mature adults and have a discussion about this topic without without it devolving into a cesspool. I am happy to say that in terms of pathfinder, I believe there is little in the ways of racism. Elves and Dwarves share pints at taverns, Tieflings join crusaders alongside Aasimar and no one bats an eye when a Linnorn Kingdom Viking ends up in Tian Xia. This might be my own view, having run a large number of pathfinder society adventures and adventure paths, but the circumstances of your birth are rarely, if ever, a factor. And on the rare occasion when it is, the character being openly racist is always the villain. I haven't read every PFS adventure or adventure path, but this has been my general experience. But this has not always been the case. In classical fantasy, the races usually dislike each other at best, openly hate each other at worst. The Elves and Dwarves always have an ancient feud, halflings are distrustful of the big folk and humans and orcs both seem to think "they aren't us, so they are bad." In some fantasies, the races might get together for the greater good (Lord of the Rings is a great example, where working together led to the defeat of Sauron and a new golden age) while in others, even in the face of almost assured destruction, they will fight each other (Warhammer seems like this, although, I know they sometimes team up). So, my question is this: which is better? Of course, a significant part of that relies on your table and their own maturity about such things. But assuming all is equal, which table would you prefer to play at? The table where racial equality is a thing might seem like they obvious choice, but it might seem silly and contrived. After all, people in the real world often find minor reasons to hate others, such as supporting the wrong local team or being born on the wrong side of what is basically an imaginary line that we have invented. If those people are also longer lived, were magically inclined or one of the other many fantastical reasons to be jealous of, then it might seem strange that everyone gets along. As compared to the alternative, it certainly seems better. But at the same time, it is a conflict that players can not overcome with weapons and spells. Conflict is what can create interesting stories and players and even educate people about prejudice. I have even seen this in one game, where a white player created an African American character during a world war 2 campaign. Both the GM and another player helped emphasize the mistreatment of African Americans during this period and while the player later admitted that he learned a lot, he stopped playing that character because the situation made him uncomfortable and frequently upset. Another situation, I had three of my regular players (all female) turn down joining a campaign set in the 1920s because they felt bring female characters in this time period would be terrible. A situation that I never thought about while designing a game with zoot suits and magical mobsters. In fact, the entirety of this thread could replace race with gender, but "fun with gender slurs" didn't have the same catchy title.
I find it interesting that in our hobby, we often craft these vast magical worlds full of fantastical locations, brilliant histories and powerful magics, yet these worlds are always populated by humans. Humans with pointy ears, short humans with beards, humans with horns or a halo, human humans. Of course, many settings have unique historical and cultural differences between Dwarves, Orcs, Tieflings or Halflings, etc., but when you boil it all down, the world is run by humanoids and everything else is just a monster. For a long while now, I have wanted to run a campaign that, while still having humans as one of the selectable races, would replace the other standard fantasy races with totally unique choices. For example, take Middle Earth. It isn't just populated by Humans, Elves, Dwarves and Orcs. In addition to Ents (which still follows the "Humans with Blank" formula, this being Humans with trees for limbs), Middle Earth is also populated by the Eagles and Spiders. Because of the movies, most people either don't know or have forgotten that the Eagles were a sentient race with their own ruler (Gwaihir the Windlord) and lands where they dwell. They weren't just Summoned Monster VII. They didn't just fly the Fellowship into Mordor because they feared the Mordor archers and siege weapons, just like they feared Gondor's. They weren't mindless beasts, but people. Now imagine the dynamic shift for a game if one of the players was a sentient eagle as tall as a man. Imagine how that world might have evolved differently if Humans, Eagles and Spiders commingled in such a way as standard fantasy settings might have Humans, Elves and Orcs mingle. The change in mechanics and setting seem very exciting to me. There are already creatures in the various bestiaries that are sentient races, capable of taking class levels if a GM customizes them. What I would like to see is a book, similar to the Advanced Race Guide, that introduces a series of very non-standard and unique races to the game. While it might have common monster types in it (such as a more balanced Centaur PC race), add other races and options. It would need a section dedicated things like magic item slots or how certain race might interact with certain items (To use the Eagles as an example again, they lack hands and can only grasp with their talons. Many items designed for humans might be totally useless to them and even simple things like a quill and paper might be outside their abilities.) "But Koujow, why not just use the race creator in the Advanced Race Guide or just post something in the Homebrew section to make them?" Well, mostly because not only am I terrible at building balanced homebrew material but I also don't feel myself terrible original. (See how I used only Eagles as an example for proof of that) Paizo has created a lot of interesting and fun stuff that is more balanced than something I might come up with. I am also uncertain how to approach some of the grander mechanics (see magic item slots or interaction between items not designed for your race). I also hope that others might see an interest in this as well and give their own opinion or views. If enough people think it is interesting, you never know, in a few years, there might be a new book. (I await your call, Paizo. ;D ) TL;DR -Less humanoid races, please
Conversation got a bit off track, it seems, but I will still say that even if there racial abilities don't match, NPCs don't minmax like players do. There are Halfling Fighters and Dwarven Bards and every other combination of every class out there. Even the terrible ones. But there are still plenty of NPCs (and adventurous PCs) who do things that are in character. A halfling society can't exist entirely on rogues and bards, despite that being what they are best at. Even if the Elves don't get some kind of bonus to doing nature stuff doesn't mean they don't actually like nature.
This thread may contain minor spoilers. I am going to be generally vague about my spoilers and not mention any specific scenarios, but others might. When I first started playing PFS, the guy who introduced me to the game described the Pathfinders as "A Guild of Indiana Joneses". That sounds pretty cool! I like Indiana Jones! Punching Nazis in the face, finding ancient treasures and rescuing villages from evil cults? Sign me up! But after a year and a half of Pathfinering, I feel like if Indiana Jones was in Golarion, we would be the nameless henchmen that he fights. I think the Pathfinder Society are the bad guys of this story. This isn't "well, it is a matter of perspective" or "The Pathfinders are morally ambiguous". This isn't even me being/playing a Lawful Stupid person. I have a variety of characters that have seen, partaken in or been told about straight up villainous activities. In my PFS career, I have been an accomplice to or at least been told about: -Kidnapping nobility (on several occasions)
I feel like if I go through my chronicle sheets, I could find a dozen more horrible, terrible things that we have done that I am opposed to. "But Koujow, you could have chosen to not do those things or stopped the players who did!" You would think, if I wasn't being blocked by the players, if not the GM. Take the 'Protecting the Necromancer' scenario above. According to the GM, this Necromancer bought slaves, murdered them, then reanimates them for the purpose of selling undead slaves. I was playing my Paladin at the time, but I find that horrifying as anyone not a sociopath should. So even though the Necromancer had something the Pathfinder Society wanted, I suggested to the party that we terminate his business. At the very least turn the guy in. The players were generally up for it, until the GM said "Oh, well he has to survive the scenario to fulfill the secondary condition. You need to make sure these other guys don't kill him." Afterwards, I told the GM that I needed to spend my prestige on an atonement spell because I had obviously done something that opposes both my characters and my beliefs and the GM brushed it off and told me not to worry about it. I wanted to play PFS because I wanted to be a hero. I don't necessarily mean I wanted to be Superman and the bad guy is a mustache twirling psychopath. But for every village I saved from bandits in Tian Xia, I have committed a dozen other crimes. Funnily enough, when I wrote that last sentence, I had to stop and think for several minutes about good things that I actually have done. And the only reason we helped the peasants in Tian Xia was, surprise! They had a magic artifact that we needed. Not because it was right or because it is something a group of heroic people should do. Because it benefited the Pathfinders. (And one player in the group still suggested we just force the peasants to do it and leave). I joked with some friends that when I go to Ohayocon and play Shadowrun Missions, a game about being shady criminals who do questionable things for money, I feel like more a hero than I do when I play Pathfinder. In Shadowrun, I have rescued people from murderous gangs, gave children medicine and took a bullet for a man who was legitimately trying to help people. And the worst thing I have done in my (admittedly limited) Shadowrun career? I took down the internet. In an empty waste land. For 10 minutes. But in six Shadowrun scenarios, I have done more good than I have in 50+ Pathfinder scenarios.
First thought, might want to start with levels in fighter first. Gets you more starting HP and your armor/weapon prof. without having to wait 5 levels on your current plan. Second, you seem to be trying to wear a lot of hats. You cast spells, hammer things, shield bash. Maybe try to trim it down some. You are basically dual wielding with the BAB of almost a Wizard. At lvl 12, your BAB will be +9, 3 lower than a full Fighter (which translates into hitting ~15% less often.) Dual wielding reduces it to +7, which means you hit ~25% less often than a typical Fighter. You can pick up a shield and use it for defense, but I don't recommend using it offensively with this type of character. rorek55 wrote: I would actually suggest having your Int be you 16 stat. Why TWF? take advantage of reach 2handed weapons. Build the equivalent of a Reach Cleric, but as an Eldritch Knight? That would be kind of cool. Use your normal actions to cast spells and use the weapons reach and Combat Reflexes to AoO people who get close. It could be interesting.
There is a lot to that question. One of my players made a monk that used a lot of her early level feats to not only get a griffin companion and was very happy with it. (She said she wanted to be like Aang from Avatar) But we don't play optimized at all, so spending all of her feats to obtain one objective didn't throw off the game nor was she 'holding back' the party. I'm the only player in our group who reads the forums and looks over a lot of these optimization builds and discussions, but I tailor my game to them because they just want to play. If your group is a bunch of optimization junkies or you have a GM who likes to start throwing out Elder Wyrms at you around level 2, then maybe not. Personally, I think if a player wants to do that, then let them. Don't punish them for investing into something they want to do, even if other players/forum goers shout yay or nay. Such talk is why I barely ever see a Rogue when I play PFS, yet everyone b@$&!es about not having one when a trap or two shows up in a module.
Anonymous Visitor 163 576 wrote:
You... don't understand the point of the Reach Cleric, do you? Cast spells and use reach weapons for AoO's. It isn't the run of the mill "stand around and channel energy" every turn types of clerics. My first suggestion to try to get your moneys is to be very picky with what you play and look for unique chronicle sheets. I do not know if it was a boon sheet or something from an adventure, but there was a gentleman at a convention I GM'd at that had a treasure map chronicle sheet. In place of a day job, every couple of sessions, he gets a huge chunk of gold based on his level. It was pretty nifty and I forgot to ask where he got it. Probably a convention boon, but you never know. Or you could play in a higher tier module with higher level players, then taking the out of tier money. You just have to be much more defensive and careful. Older season adventures are also usually easier, so maybe try to find a game a few seasons old and reduce the danger while generally still receiving decent loot and cash. Don't forget that you can spend prestige for a limited amount of money too. Assuming you weren't forced to use it all on bringing yourself back to life, you can trade 2 prestige for something up to 750g. You could buy some Master craft weapons and armors for a couple prestige and sure, they aren't big fancy fire spears or anything, they should do for a while.
I know my suggestions aren't exactly "OMG, I NEVER THOUGHT OF THAT" but honestly, I don't think you have to super worry. After a few more games, you will have a ton of gold and will be better off. A lot of my friends and I have more gold and prestige than we would ever need. But then again, there are also those who despite being seasoned adventurers, can't scrape two copper together, so who knows.
There is a druid archetype called the Tempest Druid that is kind of cool and does things with storms.
Corneleus Idaho wrote: Having to focus in two mental stats makes it difficult to fill a wide range of party roles. Starting off character creation, there aren't any core races that would naturally fit as talented psychics. Maybe Paizo wanted to release a caster class that wasn't "Invest everything in your spell stat and dump everything else." Maybe make the class a little bit harder to twink.
chbgraphicarts wrote:
This. I feel like this class is going to be a logistical nightmare. I am the type of player who plays with a 12 page character sheet... (I get kind of OCD with my character sheets) What the heck am I going to do with a character with access to a large number of skills and abilities that rotate in and out on a daily basis? I really do like the idea, but I am intimidated... and therefore suffer -2 to most of my rolls.
Any patron still works, really. Either A) because a witch gains her powers from some outside source, whether she knows it or not or B) she gains her power from her mythic origin. If you go with B problem solved. If you go with A, then you can choose to be ignorant that the Devil/Cthulhu/Bob gives you powers OR you can be aware of this and take advantage of the relationship. Stupid god/elder thing thinks it is in control, when I am secretly plotting against it! Bwahahaha!
While I haven't played one, Magus are very popular in my PFS group. I once sat at a table with 4 Magus at it! From my experience watching (and sometimes, being jealous of) them, they almost exclusively do nothing but Spell Strike with a touch attack (usually Shocking Grasp) over anything else. Doing the Spell Combat thing is cool, but being a 3/4 BAB class, they sometimes have trouble hitting things and prefer to just do the single attack over the dual wielding magic thing. That being said, yes, the Accuaracy thing comes up pretty regularly. One of the better Magus players used his Arcane Pool pretty much exclusively for the Arcane Accuracy. It helps a ton. BTW- Love the mental image. +1 for Dwarvenkind!
Jiggy wrote: Fascinating. The longer this thread goes, the fewer things the GM actually got wrong; if the posted references the stats/tactics/etc are to be believed, then the players have made far more errors than the GM did, and all because they chose to make their declarations without fact-checking first. I agree. Despite the fact that people have verified that he used the wrong stats, ignored the rules about criticals and sneak attacks on robots, didn't tell us what the monster was with a successful knowledge check and stun locked pcs for multiple rounds because he didn't know the rules for fascination and gaze attacks... We were at fault.
Brom the Obnoxiously Awesome wrote: Hmm.. seems to be a lot of conflicting ideas. Honestly, I really hope that somebody builds a shaman guide soon, because it's so much easier to build a good character from one of the "older" classes, just because they have guides. Or, OR, maybe you can just dive in and try it out yourself! :D Rather than wait for all the new and exciting to be cut away in favor of boring cookie cutter builds. Because honestly, nothing grinds my gears more than when I sit down to a PFS table and players start telling someone "Oh, you shouldn't use X, you should have taken Y instead. X isn't optimized."
So much anger. Come on, guys! Look on the bright side! Griffons and Hippogriffs and Wargs as Animal Companions/Mounts in PFS! How cool is that? Assuming, it is PFS legal, which I would hope! :D I posted this exact thing about a month ago and I have been waiting for this book since someone mentioned it might have rules for it! Now my fiance and I can roll up some Sable Company marines or something and it will be totes be the bee's knees! Who cares about the feat tax or whatever. Hippogriffs!
My own two cents: I hate dumping Int. If I ever have to dump a stat, I always try to avoid Int, especially in PFS. PFS has a lot of skill rolls and dumping Int severely reduces how useful you are at that. Depending on your group, you might end up like one of my first games where we had no clue what was going on because no one could pass the skill rolls needed to figure out the plot. We ended up bumbling around for 3.5 hours before the BBEG showed and was like "HEY! I'M THE BAD GUY!" Majority of the reason my current character is more skill monkey than anything else (and a major reason why I feel more useful in our games than some other players...) Besides, do you really want to RP the "I pick things up and put them down" character? Or in your case, "I cast pretty spells and they fall down" cleric? :D
Before I begin, I wanted to give a brief intro. I really love Pathfinder and Paizo and I think they did an awesome job providing one of my favorite games out there. I also really loved all the new classes from the Advanced Players Guide and I am kind of sad that the Advanced Class Guide only adds hybrid classes rather than, as far as I am aware, any new ones. Therefore, I wanted to test out my creative mind and try to craft a few unique and interesting classes, the first of which is below. I do still have a lot to do and would love any input. Also, as the name implies, this is only the first of (potentially) many and if people approve, I will try to post more. Design Mantra
Spoiler:
Any class is a new class. It is not a hybrid class or a redesigned class or a subclass. While mechanics might be similar and certain class features might be shared, the class itself will be its own. Unfinished
Spoiler:
Several Oaths unfinished. Add more Oaths. Add more Fields. Reword Amputation to not sound so ridiculous. Add capstone ability. Add level/ability requirements to powerful Fields. The Chirurgeon
Role: Chirurgeons are usually a supportive class. Their abilities can heal the party, turn lethal wounds into minor ones and provide benefits to their allies. Alternatively, they can also be a dangerous foe, wielding poison and diseased ridden weapons with deadly accuracy. Alignment: Any Hit Die: d8 Class skills: Craft, Diplomacy, Heal, Knowledge: Nature, Perception, Profession, Sense Motive and Use Magic Device Skill Ranks per level: 4 + Int. Modifier Bonuses
Class Features
Surgery
Oath
Hippocratic Oath
Spoiler:
The oldest and most ancient of the Oaths, those who swear to follow the Hippocratic Oath swear to heal all peoples.
Tenets: Chirurgeon's of this oath must, to the best of their ability, offer help to those sick or injured. This does include enemies, so long as helping them does not endanger themselves or their allies. It does not mean the Chirurgeon must help them during the battle, only offer them aid following it. Skills: The Chirurgeon adds Knowledge: Local to his list of class skills and adds half of his Chirurgeon level as a competence bonus when making Knowledge: Local checks. Abilities: At level 2, when the Chirurgeon makes an Initiative roll, he may elect to take a penalty to his attack rolls up to his Intelligence Modifier. At the beginning of his turn, he may increase or decrease this penalty by 1, so long that it does not exceed his intelligence modifier. Whenever he uses his Surgery ability, he may instead add this penalty to his roll for every d8. At level 8, the Chirurgeon realizes that there are too many people that are sick and injured in the world and that he will never have enough time to help them all. He instead learns how to give quick medical aid to some so that he may better focus his attention on others who truly need it. The Chirurgeon may use a swift action to use his Surgery ability as normal. However, if he does so, he treats all of his Surgery dice for that use as if they rolled 1’s. At level 15, Nightengale's Oath
Spoiler:
Nightengale was a beautiful Chirurgeon who was known for easing the pain of those suffering. It was her kind hand that made many fall in love with her and those who follow this Oath are beloved by their community.
Tenents: Chirurgeons of the Nightengale Oath must strive to lessen the suffering of the sick and injured to the best of their ability. Skills: Those of the Nightengale Oath add Bluff to their list of Class skills and may add their half their level to Bluff rolls. Abilities: At level 2, whenever the Chirurgeon uses their Surgery ability, they reduce the amount of nonlethal damage by their level + charisma modifier. This can not reduce the nonlethal damage below 1. At level 8, whenever the Chirurgeon uses their Surgery ability or the Heal skill on an NPC, they double their Charisma modifier (if any) on social rolls with that NPC and (at GM’s discretion) the NPC’s allies for 24 hours. At level 15, The Ripper's Oath
Spoiler:
The Ripper was once a famous serial killer who performed awful experiments on kidnapped people all in the name of furthering anatomic understanding. His research, while gruesome, none the less expanded the understanding of the body. Those who follow his oath may not be murderers, but they too are pushing forward the edges of understanding anatomy.
Tenets: Those who have taken the Ripper’s Oath must always seek to learn more about the anatomy and must protect all such scientific knowledge from destruction. Skills: Following the Ripper Oath adds Intimidate to your class skills and you may add half your level to Intimidation rolls. Abilities: At level 2, the Chirurgeon’s knowledge of anatomy allows him to do incredible damage to his enemies. The Chirurgeon may use the Sneak Attack ability as per the Rogue ability on any creature that he would be able to use his Surgery ability on. His sneak attack damage is a d6 for every 2d8 his Surgery can heal (minimum 1d6). At level 8, Chirurgeons can kill a patient with an inch long blade that many warriors can not bring down with longswords. The Chirurgeon gains the Improved Critical feat for a weapon the Chirurgeon can use. At level 15, if the Chirurgeon deals scores a critical attack, he can snuff out a life in a second. The Chirurgeon may forgo the bonus critical damage and instead force the creature to make a Fortitude save against a DC 10 + half the Chirurgeon’s level + Int modifier. If they fail, they immediately die. If they succeed, they take damage and may not be affected by this ability for 24 hours. Helsing’s Oath
Spoiler:
Both a doctor and a slayer of evil, Doctor Helsing used his great knowledge of medicine to fight against all forms of evil.
Tenets: Taking Helsing’s Oath means using your knowledge to fight off supernatural diseases and the creatures that cause them. Skills: Followers of Helsing’s Oath add Knowledge: Planes to their class skills list and may add half their class level to Knowledge: Planes checks. Abilities: At level 2, Chirurgeons of the Helsing Oath gain the Favored Enemy ability, as per the Ranger. The bonus granted by this ability is equal to the number of dice rolled on their Surgery ability. Also, the Chirurgeon gains the Anatomic Understanding field for free with their Favored Enemy. At level 8, the Chirurgeon gains an additional Favored Enemy, as per the Ranger. Whenever a Chirurgeon attacks their Favored Enemy with a Scalpel, Saw or Syringe, they may ignore that creatures DR for that attack. At level 15, More Oaths needed Fields
List of fields (List needs expanded)
Spoiler:
Acupuncture The Chirurgeon understands how to better channel the bodies natural energies to better heal an individual. A Chirurgeon may only perform Acupuncture on a creature they may use their Surgery ability on. The process takes an hour and the recipient may not perform any strenuous activity during this process. At the end of the hour, the recipient regains HP as if they had spent a full day at complete rest using the Heal. A creature may only have acupuncture performed on them once a day. Anatomic Understanding
Amputation
Autopsy
Bottled Death
Filthy Weapon
Monstorous Prosthetic
Muscle Cut
Muscle Cut, Improved
Muscle Cut, Greater
Noncombatant
Use Poison
Promethean Prosthetic
Reanimate
Restorative Surgery
Injection
Craft Chemical
Strong Stomach
New Equipment:
Saw
Syringe
I dislike the notion that you have to be some sort of powergamed, super optimized build to be any use in your game (both organized play and home games) and I rally against anyone saying otherwise. You can be useful, no matter what you play and you shouldn't be forced to sacrifice a concept over playing the numbers game. I just got back from a game where I am playing a new character with my fiance. We are both new to PFS, but not to role playing in general and I have played in various other RPGs organized play. We sat down at a table with a player who has been playing PFS since season 1 and he had some crazy combat build with a insane attack bonus and untouchable ACs and every archetype and feat allowable to make him super amazing. When he asked what I was playing, I told him I was a rogue (which got an eye roll) that would eventually be taking the Arcane trickster PrC (which got a second, even more powerful eye roll). Thing was, the module we played barely had any combat in it. The entire night, we spent 3 rounds in combat. And not because of his uber leet number skills (ironically, he kept rolling super low and I don't think hit once). The rest of the night was spent investigating ancient ruins, speaking to NPCs and doing a variety of other things. How exactly does his massive combat skills help when we spent nearly an hour talking to some priest? What helped were the skill checks (taken care of by myself and the religious types who had knowledge: religion to help a roll I couldn't make). Those were the checks needed to complete the module and optional missions. And when combat broke out, my +3 attack roll did just the same, if not more than, his +1,000 did. Of course, there will be plenty of times when I will wish I had a much higher damage roll or my attacks could get through the enemies AC. I'm not saying combat is something to brush off. But I feel like my character will be useful in more circumstances than smashy mcsmashface. When he has to go on a mission where he has to speak pretty to some noble or identify some ancient artifact or not get murdered by the murder trap, his crazy epic build might be slightly less useful. (And I can generally go "not the face, not the face" when combat gets out of hand. :P) I hope that doesn't sound conceded or rude and if your characters concept is 'Bruce Lee' and you want to roflstomp faces, go for it. I have played the roflstomp character before and its a blast. But also understand the roflstomp character can't get very far without support. Unique and different character concepts are important too. They make things fun and different. If I wanted to play the most perfect character, I would play WoW and grind raids for my loot. I'm playing a character damn it and characters need to be interesting. Besides, maybe the gunslinging summoner in your example would have the unique skill set needed to pull of some crazy and unique way of bypassing a hazard that the gunslinger and the summoner would not have.
I have been debating on what to play for my first Pathfinder Societies game and one of the ideas was basically, most stereotypical cowboy gunslinger imaginable. (Even thought about doing the Clint Eastwood voice) And of course, what is one of those quintessential things a cowboy does? Toss a lasso around something, wrangle it up, then hog tie it. So, I started searching the rules on how to do it and was surprised to locate that it is actually a feat in the PFS field guild book. So, I got excited until I realized the requirements to do so. Equipment Trick (Rope) is the feat that lets you do fancy things with rope. Within the feat, it says if you meet the requirements, you can do the trick. Ok, requirements for Hogtie? Improved Grapple! Oh... for a Gunslinger, that doesn't seem like a terribly useful feat... and Improved Grapple requires Improved Unarmed Strike... which is super not useful for a Gunslinger... But whatevs, its for flavor! What else? Well, to throw the lasso, you can use the Rope Trick Tangle... but that requires the Throw Anything feat. Also, I don't think you lasso them. I think you literally throw a rope and they get all tangled up in it. So to do that thing that happens in a majority of all western movies and books and people do in real life all the time requires 4 different feats? Wow. I never realized how hard it was to be a cowboy. I found that rather funny. (To be fair, the hogtie thing only makes it easier to tied them up and isn't required to perform.)
So what I have decided to do was drop the "at the end of the 1000 years, we raise an undead army" and replace it with "if you ever stop sacrificing to us, we raise an undead army". For the reasons stated above, so that the players see this big evil cult, murder them, then while giving each other high fives and breaking out kegs of ale, hidden ziggurats full of sacrificed bodies begin to stir... What the PCs would have assumed to be the climax of the campaign leads into a war between the fledgling nation and an army of thousands, maybe even millions of undead. Players have to gather their armies (remember, inspired by kingmaker, so players will have a kingdom and armies) and defeat this massive foe. They can try to gather their allies (there is a bit of political stuff happening in addition to evil blood cults) to help them out. Things I am considering adding to this;
* As I mentioned earlier, I am thinking about having an NPC or group of NPCs defect from the cult and come to the players (so the players can have a bit of exposition to explain things, in case they are being dense...). But the twist is they aren't defecting out of guilt. They are there to betray their people and bring about zompocalypse. I haven't settled on a reason yet, but possibly demonic influence, rougue blood god who wants to end the world or maybe even Joker "wants to watch the world burn" mentality (although that option is least desirable...) The NPCs will assist the PCs in undermining the cult, by giving them tidbits of information about the cults, locations of some (but not all) of their hidden temples and cities and other such things. * The Elite Warriors are lycanthropes of their totems. Upon reaching the highest rank of Cuahchicqueh, they willingly allow themselves to be bit by one of their elders and they transform into their appropriate were-creature. As of right now, I have grown the orders to 4;
*Since there are a great deal of Lycans in my campaign, chances are at least one player will get infected with some form of it during the campaign. While they may be able to cure it (I think 2 of the 4 players can rid characters of curses), some players may wish to keep the curse (especially if it compliments their class, like becoming a Wereeagle as a ranged Ranger). I am thinking the various Cuahchicqueh warriors would be wearing armors that will make transforming into their totems easier, as well as provide armor bonuses in all forms, such as armors with Wild (although, I believe that only works on Druid's wild shape and not lycan curses).
* Finally, debating on if the priest of the cult should be Clerics or Druids? Or a combination of both?
I'm seeking a bit of advice and/or suggestions on the campaign I am designing. It was originally inspired by the Kingmaker AP, with players being chartered to explore and then settle a vast wilderness, but I decided to take it in a different direction. Rather than a vast wilderness below another country, my players are exploring a near mythical island inspired by Central American peoples and geography during the Age of Exploration (AKA - Aztec and Mayan people). So I have a few ideas on how to handle certain aspects of their culture and I thought maybe you fine folks could weigh in on it and give me your opinions. The one I need the most help is first. The BBEG (Big Bad Evil GODS)
Spoiler:
The big end of campaign event is dealing with the island's inhabitants and their evil gods trying to murder everyone, starting with the PCs and their town(s). The basic idea is take the horrible and terrifying sacrifices to the gods we think of about when you imagine Aztecs and turn it up to 11 and you have these gods. The people who worship them aren't just mindless savages though (and at least one NPC will begin to regret what they were born into and will try to help the PCs, especially if they are being too thick to go "Huh, why do villagers keep disappearing?"). These gods saved the people from starvation and famine in the past and the sacrifices empower their gods. Their ancestors made a pact with these gods that the gods would protect them for a thousand years, but at the end of their calendar (big scary Mayan looking one), all those who served or were sacrificed to the gods would rise up and serve as the undead army of the gods, which they would use to conquer all of creation. (Of course, this is a very short, very truncated version of the story, but I don't think you want to read a novel about these people religious practices.)
Which brings me to who are these gods? Obvious answer is they are just gods who are kind of evil, but have a soft spot for starving people in their jungle. But I personally think that isn't too terribly original and it basically means the players would be acting against the gods agents, tearing down temples and killing clerics and the like. Almost seems par for the course where evil gods are concerned. Also, this technically means the players can never win, because even if they defeat the undead army and kill all the priests and convert the masses to a good religion, the evil gods will shout "I will get you next time, Gadget! NEXT TIIIIIMMMEEEE!" and away. I debated going along the lines that the gods were actually demons/devils in disguise, but that also seems a bit overdone as well, but at least the final fight could be some epic battle against some uber demon, which could be cool. I have also been searching about for something else, flipping through Monster Manuals and the like, looking for something that I could use to fill in the spot. Haven't come across anything that has caught my eye. Any tips or suggestions on how to run this would be awesome. Jaguar and Eagle Warriors (To shapeshift or not to shapeshift. That is the question.)
Spoiler:
To be fair, the first problem I have been having with the Jaguar and Eagle Warriors is I can't seem to find a difference between the two besides their outfits. Best I can tell is they were only separate warrior organizations, kind of like comparing the difference between a Templar and a Teutonic Knight. (One article I read called them Warrior Fraternities) If anyone knows more about them, you would be a saint.
As for gameplay mechanics, I have been debating how to represent these elite warriors. The easiest answer would be to have them as either Fighters or Rangers. Out of those two, I would lean more towards rangers (especially considering how these warriors were ranked based on how many prisoners they could capture, a Ranger's tracking and trap making skills would be awesome). They would wield obsidian weapons (Central American weapons are listed in Ultimate Combat, although I forget the name) and carry shields, although from my research actual armor was either very light (like arm and leg guards and thats all) or not at all. (They wore the outfits of their totem animal to give them strength) I generally do not see them as barbarians, but that might be me. The next idea was Druids. I remember reading a while back (long before I thought about running this campaign) that some people believed the most elite of these orders could actually become their animal. Men changing into Jaguars and Eagles. Sounds like a druid. While it isn't a huge problem, this does mean that they would be able to take on a variety of forms with Wild Shape, rather than one. In my game, I could change it from different orders to a single order if I went with this idea. The final idea I was tossing around was Lycanthropy. (Not enough games with awesome Lycanthrope villains.) The most elite members of each fraternity of warriors could be changed into Werejaguars (using stats for Weretiger) and... Wereeagles? (No clue on that one), much like the Companions quest in Skyrim turned you into a werewolf (uh... spoilers, I guess?) I both like and dislike this idea. The story about the warriors changing into their animal really stuck with me when I was younger and I would think it would be cool. And like I said, not enough campaigns have really also shape changing villains (Thanks a lot, Twilight!). But I'm not sure how well it fits and Wereeagle kind of sounds all kinds of moronic. Also debated expanding or reducing the fraternities, such as dropping Eagle Warrior in exchange for Crocodile Warrior (and using Werecrocodile) or something. A funny thing attacked me on the way through the jungle
Spoiler: Simple one. I am creating a list of creatures native to jungle environments to use for random encounters and adding random side stuff. If there is a monster that you are like "OMG! This is an awesome creature in the jungle!", let me know. (Also, I am fairly certain a random monster encounter for jungles already exists... but does it include all the creatures from all four Monster Manuals?)
I wonder if there will be a way to play a bounty hunter type and still remain neutral or good? The blog says killing the target, but I wonder if maybe you could do something else, like arrest the target or something? Or does killing a target outside of a city (or outside the 'law' zone) not count against you? I really like the idea of being a bounty hunter who chases 'criminals' down, not because of the money (added bonus) but because those players need brought to justice. JUSTICE! And another thing, even if not accepting bounties, wouldn't a Paladin striking down evil eventually lead to their downfall? I have never really thought of the Paladin as a "we are going to work things out." I think of them more as "I WILL STRIKE YOU DOWN IN THE NAME OF MY GOD YOU UNHOLY HEATHEN!" ...that might be my own personal view of them, though... XD |