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Tark of the Shoanti's page
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I know it is probably WAY to early for this kind of talk, but will it be open for others to make stuff for?
I was looking to port over the Hunter class to a S&S setting, but the spells obviously wouldn't fit. What would be a good replacement for the casting ability?
I am looking to make a world much like in the FF XII and XIV worlds, and am looking for materials for tech, including airships, and the like.
I have been eying the tech book from Paizo, but was wondering what 3rd party, or even from other system, books people use.
Been away from my table for far to long, and the hobby is dead where I live. I am looking to get into a roll 20 game if possible, I have tried PbP games and they move far to slow for me to be able to keep interested. Right now I work 2nd shift EsT, but have all weekend open for gaming.
Anyone out there have a empty seat, I would be glad to fit in, but am still learning Roll 20 so would need help in all that.
While working on one world, I had a small idea about another per say. What would happen in a great evil arose, the iconics faced off against this evil and won.
The world so rejoiced that they became rulers of their own lands. But dark clouds loom on the horizons. As time wore on, these heroes became corrupt, flawed, and thus became the tyrants they once fought against.
Sound interesting? Just thought I would toss this out here and see what others think.
Sitting here with some time on my hands finally after getting done with "the real world" and my so called "responsibilities" I have begun to clean up and out my gaming books.
Sitting down I realized that a new setting would be fun to dive into, but it seems like everything I look into seems to have the "been there, done that" stamp all over it.
It got me wondering about other people in the community. What kind of world/s would you all like to see developed for PF?
What would draw you into such a setting? I am toying with making a mini campaign setting based on the mix of Thundar, Borderlands/Pandora, and Redline.
What would be things that would peak your interests in such a setting?
I was looking through some notes for a new setting I am working on, and was wondering if someone knows of any conversions from the IK classes to PF?
I am working on a home brew setting and have been toiling away off and on for well about 10 years on this one world in particular. I showed a map sketch to a friend, and it had a compass and mile marker on it, and he saw this and asked:
"Isn't this a bit to big for a setting?"
The map, as it stands, it roughly 22" by 28" and 1" is equal to roughly 250 miles. Is that to big for a setting? Now by that I mean, does such a large area for the setting break beyond what could be expected for a given region. This isn't a whole continent, but merely a north western portion of a much larger continent. I am fine with it, but would like to here what others would say about the size, and constructive only please, I have enough trolls to deal with during my games.
Well, toying with several things atm for a couple different games had me explaining a couple things to new players. One asked me something that made me pause for a minute. "How do you create a world?"
He was asking about the initial crunch aspect for the world itself, IE geography, weather, etc etc. I said I usually get ideas from a odd map or from something that looks like a interesting land form. I am always taking pictures at my job of odd shapes of spills or stuff like that. I then sit and think about what kind of world would look like that and go from there.
I was wondering though, to see how others come up with it.
Been working on a home-brew setting for a while now, and was trying to make things be a bit different and add some new twists to it. Was looking at a couple different things and the character themes from 4th ED (gasps) is looking more and more like something I want.
I like how archetypes tailor classes to be different but not require a ton of core classes. Now I like how the basic idea of the themes work, but I am looking to change some of them, and was wondering if anyone else has done something like this, and could offer some advice.

At my local hobby shop I overheard a interesting talk going on. With the release of the races book, and soon the equipment book, some of the people were talking about if a setting should allow for everything from the books. There were some who were into this idea of drinking from the fire hose, as it were, and there were those that were opposed. Some said if a setting has everything, then there is nothing that makes it unique and interesting.
I personally can see both sides to this. Being a gamer for, well longer then I care to admit, I grew up with restrictions on race, class, etc etc. I saw this in both ways a blessing and a curse. When 3.whatever came out, I was also excited and held many apprehensions about allowing everyone to be everything.
I was wondering what the general consensus around here is on the subject. Is it more fun with the sandbox, or do you like having some things in and others out.
I like a wide range of options open for character ideas, but do like having some boarders set, mainly because if there is everything at once, it almost seems like it takes the wonder and awe of exploring away when people can say "seen one, been there".

I have sent out a bunch of retooling of the Dragonstar setting to various friends for play-testing, and am finally getting around to taking the feedback and working in into a PF document. But there's just one snag that seems to be evenly split among the groups, and I am on the fence, and am wondering what others think of it, and how they would approach it.
it concerns guns, more to the point, which system to use for ranged attacks with them.
1. Use the rules from PF, with a ranged touch attack to resolve.
I see how this works, old style armors were not made with guns in mind, and how to defend against firearms. Also, who can dodge a bullet, even a musket round for that matter.
2. Use regular ranged attacks when using them, cause in a future styled setting, armor would have been made to compensate for the proliferation of firearms.
I see this point as well. But I am split to a degree, and should it one or the other.
I am leaning towards the idea of using the ranged touch attack method, and have the armor provide damage reduction, but like I said initially, I would like to see what other people think.
This is a bit more then the usual question of guns, see as how prolific guns are in a future setting, and the lethality they bring.

I am finally getting off my duff and finishing my PF version for Dragonstar, and am working on the races ATM. This is what I have for the half dragons right now, and would like some feedback and or ideas to make them non ECL. That is a big point I am looking to remove, ECLs in a setting like Dragonstar can cause big issues, I speak from experience in this setting. So without further ado....
Half-dragon: +2 to Str or Con, +2 to Int or Cha -2 to Wis. They are a hearty people used to adversity, are intelligent and charming personalities, but their upbringings tend to make them less concerned with day to day issues of the imperial peoples.
30' movement, are medium size, gain skill bonuses of +2 to Intimidate and Survival. Their starting languages are Draconic and Common, and have Low Light vision.
Breath Weapon: 1x per day per point of Con modifier (unmodified Con) a half-dragon can use a breath weapon. This weapon is a 30' cone and does 1d6+ Con modifier points of damage, it becomes 2d6 and level 10, and 3d6 and level 20. It must be chosen at character creation, but the breath weapon can be one of the following: Acid, Fire, Cold, Lightning.
(and the following are racial Feats)
Additional Breath Weapon:
Prerequisites: Constitution 15.
You gain an additional +1 to the total times you can use your breath weapon per day.
Enlarge Breath Weapon:
Prerequisites: NA
The breath weapon of the Dray becomes a 30' blast rather then a 30' cone.
Empowered Breath Weapon:
Prerequisites: Base attack bonus of +5
The breath weapon damage becomes D8s rather then D6s. This Feat can be taken 2 times, raising it from a D6 to a D10 in damage.
Multiple Breath Weapons:
Prerequisites: Base attack bonus of +7
You have gained a 2nd breath weapon, it must have it's damage type chosen upon taking this Feat just like the original breath weapon, and both may be augmented with Feats presented here.
Constructive and positive feedback always welcomed.
Finally got some time to devote myself to flushing out my dwarven setting, and I was looking to make it somewhat different then the average start up. I was thinking about using an approach like in Earthdawn where the ability scores would have a base line: Str 12, Dex 10, Con 13, Int 10, Wis 10, Cha 10.
From there, they would have a number of points to raise their scores as they see fit to mold the type of dwarf they wanted to play. Feedback with ideas of changes and or things to keep in mind always appreciated.
At lunch today I was reading the new Neverwinter setting, and looking to convert it to PF when I came across the section on the big dwarven city and it got me thinking.
What would it be like to have a setting populated by various dwarven clans and dwarf-like races? Got me thinking about all different types of dwarves there are from like, Forgotten Realms, World of Warcraft, Dragon Age, but also from other books and novels even folklore and myth.
Anyone else think this is a interesting thing, would, if offered, anyone play in such a setting?
I got my hands on a copy of Ever Stone, after years of forgetting about it and all.
Inside if the ability to use a point buy system to get the class abilities that you want for your class. So a couple Magi from the same sect could have the distinct possibility of being diverse in their abilities.
And for those of us old enough to recall "Skills and Powers" book back in the later days of 2nd Ed. it had the same thing. Has anyone done something like this for their home-brew games? I have been tossing about the idea somewhat for a brief time now, and wanted to see what others thought and or have done for their games.

I just got done reading Blackdog, highly suggested reading, and I am toying with the idea of a low magic world. By this, I mean the world is much like the Ebberron setting in 3.5, where people who have actually character class levels are rare, VERY rare.
At times a level 2 or maybe 3 Oracle might wanted from town to town reading fortunes, trying to get by. Also, in the world, there are ancient, long dead times and civilizations, but they were no masters of lost arcane and divine secrets. They simply came and went.
And one major point as well, the gods inhabit the lands. By this I mean one goddess might look after a particular lake, while another might roam a whole mountain range, while another tends a simple spring in the wastes.
At the moment, I am looking at allowing, for spell casters, Druids, Oracles, Sorcerers, and Witches only. Clerics don't exist at this point in the evolution of the religious world. The Ranger will lose his casting ability to be replaced by Traps, or maybe something else, not 100% on this yet. Paladins are not there, the Cavalier will replace them. Magus is not there, as is the Gunfighter, Ninja,Samaria, Inquisitors, or Summoners as well.
All magic is tied to the earth, the world itself, and believed to come from the gods, arcane or divine.
As it stands, that's all I have toyed with so far for classes. Constructive comments will be much appreciated.
I have been toying with this idea for some time now for my upcoming PF game, and I was thinking about allowing my players to start at 2nd lvl, and allow them to multi-class into the classes from D20 Modern IE; Strong, Dedicated, Charismatic and so on.
After reading across the materials, I have tightened up some of the rules that would have changed from Modern to PF, and I was just wondering what others had to say about something like this.
Good idea, bad idea, suggestions and the like.
Looking to add in some exotic flavor to a home-brew I am working on, and couldn't find any PF'ized centaur like races, was wondering if anyone knows of any good sources for some.
Been working on a rather ambitious steampunk/manapunk setting for my players and I was looking for books with gear and equipment when I stumbled across New Epoch by Flightless Terror Games, and was wondering if anyone had a review and or words about the books and their adaptability into PF per say.
I have serveral OGL/3.5 steampunk books, and they all seem lacking something original, and this series of books actually seems to pack a punch that I have been looking for. I don't want to spend a load on the books though to find out it's just as lackluster as my other steampunk books. Any words on this series would be much appreciated.
A friend and fellow player were tossing around all kinds of ideas tonight, and one among them was a few things about Rangers, and mainly their animal companion. And in detail, about ways to improve said animal companion.
We tossed around ideas on how it could be accomplished, making the Ranger and his/her animal companion stronger. Now the Beast Master archetype found in the APG is a nice starting point, but I feel it's not expansive enough.
I was thinking maybe a pool of points, maybe say like a Summoner's evo points for their eidolon but for teaching their companion "tricks" or enhancing the animal companion. Anyone ever try something like this, or maybe care to chip in their ideas about something similar?
(will post more in the morning, time for bed, damned times to get ideas rolling and all)
I am setting up a conversion game of Darksun, as well, a setting of my own design. Both are going to be gritty, and have brutal combat. I have a couple rules I am going to change over to to show this, one involving hit points (starting is Con score + modifier), and the other with critical confirms (no need to confirm).
But I am also looking to make divine magic as well as arcane have their own perils, and that is where I have been against a wall. Anyone got any home-brews they use in regards to making magic dangerous? And please no "wild magic" stuffs, that dead horse has been beat horribly since 2nd ed.
I have been working on and off again for the last 10 yrs on developing a "barbarian" level campaign, much like the world of Conan the barbarian, but with a bit more fantasy in it.
Does anyone know of any books which would help me find some of the minor things I am missing, mainly equipment and or magic items that would be appropriate to such a setting? I have Stone to Steel as my main reference book, but was wondering if anyone else had books, aside from the Conan RPG ones, that would work well with such a idea.
I was trying to flush out some ideas for my steam-punk setting the other night at work, and something occurred to me. It seems that all the steam-punk works so far have taken things from steam-punk ideas, and placed them into a world with magic and all that already established.
Now, flip it. Set a world up that is in the struggle to keep a steam powered world going, and now bring magic into the mix. Mana-punk.
Magic is new, only a couple hundred years since it's entrance, so the only arcane classes would be sorcerer an witch per say, and the only divine classes would be a "favored soul" type an Oracles.
It's in a rough state so far, anyone have ideas that would run with it, or done something similar to this?
Wow, was moving stuff around in storage and came across all my old Warlands comics, and well, spent the rest of the day rereading them and becoming enthralled with them again.
(even a issue of Dark Minds where my question of developing a Warlands D20 setting was adressed.)
Well, needless to say, I am looking at some OS maps and am working on converting some of the fluff to crunchy bits. Has anyone around been working on such ideas, or possibly interested in working on them?
I am looking to create a world where magic is far from stable and friendly.
The rules for wild magic in the Dm's book seem tame for what I am looking for. I want a blunder with magic to be something feared.
As a guide, the world had an arcane Apocalypse, and now it's been some time, but the ley lines that carry the magic about are still far from stable, and so is the power they grant.
If someone could post a product to look into, or even better, some home rules on this, it would be most appreciated.
I was rereading my Spellslinger book and really got the bug to rework it into a full fledged setting using PF. Anyone else done something along the lines of a wild west setting, and or could pass along information that might help with the rework, IE fire arms, less armor, less magic, ect ect.
I am setting up to be running a Eberron game using the Pathfinder rules, and I almost forgot about the new classes as it were. Does anyone know of any snags along the line when combining these two? I am not so worried about fluff as much as crunch.
Any and all help is much appreciated.

I was sooooooo jazzed when I hear a Oracle class was being made and to see the pre-release of it really made my poor barbarian character seem destined for the bone pile as soon as my DM would allow it.
But after sitting down and reading the Oracle stuff, I noticed on small problem. Where are the "seeing" abilities? No foresight or precognition abilities at all. Is it just me or do they seem like kinda "rogue" or "confused" clerics? I mean, the Seer class from the Warlords of the Accordlands had abilities to see into the future (something a Oracle can or supposedly can do) and then act on those visions to help his friends, and hurt his foes, in the here and now.
This mainly from what I can remember in reading the book over 3 yrs ago, was the ability to roll 5 D20s and then hand them out to friends and foes and as levels progressed, he could arrange them as see fit and other abilities as well. That one is the one that stuck in my head the most.
I just don't see anything fortune teller or "oracle" like in the class abilities right now. Some of the ones they do have are touch and go, but it seems that the ability to "see the will of the divine" is left to a fluff part for this class.
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