Ezren

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Related to Adam B. 135’s thread, and based on Drop Dead Studios’ Spheres of Power system, but posted separately to avoid thread-jacking the effort to convert the canon classes to sphere-casting. ;-)

Now, as a metre-stick: this is meant for an E10-style, relatively low-magic setting inspired by Mazes and Minotaurs and Sean K Reynolds’ The New Argonauts. Magical healing isn’t particularly common, and permanent magic items rare, usually recovered relics or gifts from the Gods; stat-boosting items like the Big 6 won’t be a big thing. The primary Corinthian arcane classes are the Elementalist (below) and the Corinthian sorcerer(ess) (the latter of which I would gladly accept help in converting to SoP!).

How does it look? Will it dominate a low-magic campaign, will is be a drag on the party, or is it just blasty enough to be useful without overshadowing martial characters like Talented Fighters?

==========================

CASTER TRADITION: CORINTHIAN ELEMENTALISM

Corinthian academia holds that everything in the world is composed of four elements: air, earth, fire, and water. Through intensive study, Corinthian elementalists learn how to unlock and manipulate the various mixes of these metaphysical energies that lie within all things, letting them plumb the mysteries of the universe, craft and shape works of mundane utility or wondrous might — or wreak horrific destruction upon their enemies. The warrior-mages of Corinthian society, they can be found throughout the region, either fighting fiercely for their chosen causes or wresting the lost magical secrets of fallen civilisations from the tombs and ruins that hold them.

Spheres: Conjuration, Creation, Destruction, Divination, Enhancement, Protection, Telekinesis, Weather

Drawbacks: Draining Casting (general), Elongated Summoning (Conjuration), Energy Focus (see below/Destruction sphere), Focus Casting (general), Hidden Magic (Divination), Protected Soul (Protection), Somatic Casting (2, general), Verbal Casting (general)
[Note: all general drawbacks must be taken! Improvement in spell-points advancement already incorporated into class outline.]

Boons: None

==========================

CORINTHIAN ELEMENTALIST (SPHERE-CASTING CLASS)

Role: An elementalist’s abilities are best suited to dealing damage to his enemies, but a skilled elementalist can also learn to manipulate a battlefield and defend his allies against other wielders of destructive magics.

Alignment: Any

Hit Die: d8

Starting Wealth: 3d6 x 20 sp (average 210 sp). In addition, each character begins play with an outfit worth 20 sp or less. A Corinthian elementalist also begins play with a free focal staff (see below), which he is assumed to have crafted during his studies and training.

Class Skills: The Corinthian elementalist’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all; Int), Linguistics (Int), Perform (Cha), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks Per Level: 4 + Int modifier.

BAB: Poor (1/2 levels)

Good Saves: Will

Weapon and Armour Proficiency: A Corinthian elementalist is proficient with all simple weapons, but not with armour or shields.

Casting (Sp): A Corinthian elementalist may combine spheres and talents to create magical effects. A Corinthian elementalist is considered a Mid-Caster and uses Intelligence as his casting stat modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.) However, the tradition also comes with limitations: he also gains the Draining Casting, Energy Focus, and Focus Casting drawbacks (see below).

Spell Pool: A Corinthian elementalist gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to twice his class level + his Intelligence modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents: A Corinthian elementalist gains 1 magic talent every time he gains a caster level, according to Table: Corinthian Elementalist.

Table: Corinthian Elementalist
Level . . . BAB . . Fort. . . Ref . . . Will. . . . . Caster Level. . . . . . Talents . . . Special . . . . . . . . . . .
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
. 1st . . . +0. . . .+0 . . . .+0 . . . .+2 . . . . . .+0 . . . . . . . . . . . 0(+2) . . . . Casting, favoured element, focal staff, bonus feat
. 2nd . . . +1. . . .+0 . . . .+0 . . . .+3 . . . . . +1. . . . . . . . . . . . 1 . . . . . . . . . . . . . . . . . . . .
. 3rd . . . +1. . . .+1 . . . .+1 . . . .+3 . . . . . +2. . . . . . . . . . . . 2 . . . . . . Alchemical secrets. . . . .
. 4th . . . +2. . . .+1 . . . .+1 . . . .+4 . . . . . +3. . . . . . . . . . . . 3 . . . . . . . . . . . . . . . . . . . .
. 5th . . . +2. . . .+1 . . . .+1 . . . .+4 . . . . . +3. . . . . . . . . . . . 3 . . . . . . Improved Elemental Control, Elemental Defence
. 6th . . . +3. . . .+2 . . . .+2 . . . .+5 . . . . . +4. . . . . . . . . . . . 4 . . . . . . . . . . . . . . . . . . . .
. 7th . . . +3. . . .+2 . . . .+2 . . . .+5 . . . . . +5. . . . . . . . . . . . 5 . . . . . . Magecrafter . . . . . . . .
. 8th . . . +4. . . .+2 . . . .+2 . . . .+6 . . . . . +6. . . . . . . . . . . . 6 . . . . . . . . . . . . . . . . . . . .
. 9th . . . +4. . . .+3 . . . .+3 . . . .+6 . . . . . +6. . . . . . . . . . . . 6 . . . . . . . . . . . . . . . . . . . .
10th . . . +5. . . .+3 . . . .+3 . . . .+7 . . . . . +7. . . . . . . . . . . . 7 . . . . . . Elemental Mastery, Improved Elemental Defence


Favoured Element (Su): At 1st level, the Corinthian elementalist gains the Destruction sphere as a bonus magic talent, and he uses his class level as his caster level with the Destruction sphere. This stacks normally with caster levels gained from other sources.
However, a Corinthian elementalist must choose a favoured element. He incurs the Energy Focus drawback (he cannot manifest blast types of other elements, unless they are also listed for his favoured element; this exclusion also applies to the force or nether blast types) and must use the bonus talent from the drawback to take a blast type talent associated with this element (see below). When he creates a destructive blast associated with his primary element, it deals an additional + ½ damage per elementalist level. If he has or gains access to the Conjuration sphere, his companion(s) must use one of their bonus (form) talents to acquire the Elemental Form talent matching his favoured element (acid = Earth, cold = Water, electricity = Air, fire = Fire).

Corinthian Elements
Air: Air Blast, Electric Blast, Thunder Blast; Opposed Element Earth
Earth: Acid Blast, Crystal Blast, Stone Blast, Thunder Blast; Opposed Element Air
Fire: Fire Blast, Thunder Blast; Opposed Element Water
Water: Crystal Blast, Frost Blast; Opposed Element Fire

Focal Staff (Su): A Corinthian elementalist’s casting is bound to his staff, by long tradition the symbol and focus of his power. If his staff is ever broken, lost, or taken from him, he incurs the full effect of the Focus Casting drawback and loses the benefits of his favoured element (forfeiting the bonus damage and reverting to using his caster level as listed on the table above, rather than his class level) until he replaces his staff by spending 1,000sp of alchemical resources and a day’s work.

Bonus feat (Ex): A Corinthian elementalist’s life of study gives him a broad and often deep knowledge of the larger world. At 1st level, he gain either Monster Hunter or Nature Spirit Lore as a bonus feat (this choice cannot be altered once made).

Alchemical Secrets (Ex): At 3rd level, the Corinthian elementalist gains Corinthian Alchemy* as a bonus feat.

Improved Elemental Control: At 5th level, the Corinthian elementalist’s control of his powers increases. The bonus damage inflicted by his favoured element’s destructive blast improves to +1 per elementalist level.
Additionally, he may choose a second favoured element (termed his secondary element), which cannot be opposed to his favoured element. He may choose and create additional destructive blast types from this element, applying a damage bonus of +½ per elementalist level to its destructive blasts. If he has the Conjuration sphere, he may choose to give his companion(s) the elemental form talent matching either his favoured or secondary element.

Elemental Defence (Su): At 5th level, a Corinthian elementalist gains resistance 10 to whatever energy type he has selected as his primary element (air blast grants resistance to non-lethal damage from external sources, crystal blast grants DR 1/bludgeoning, and stone blast grants DR 1/piercing). At 10th level, the elementalist gains this bonus against his secondary element, and the bonus against his favoured element increases by the listed amount.

Magecrafter: At 7th level, the Corinthian elementalist has gained enough metaphysical insights to infuse objects with magical and elemental energies. He gains Master Craftsman as a bonus feat and may use it to expand his options for crafting magical items.

Elemental Mastery: At 10th level, the Corinthian elementalist attains true mastery over his powers. The bonus damage inflicted by his primary element’s destructive blasts improves to +2 per elementalist level, and he may apply a damage bonus of +1 per elementalist level to the destructive blasts of his secondary element.

==========================

* Corinthian Alchemy [Item Creation]
Your skill with natural materials lets you create fantastic items.
Prerequisites: Craft (alchemy) 1 rank.
Benefit: You may create various magic items [described elsewhere] as long as you meet the prerequisites. Crafting items with this feat uses the normal rules for crafting magic items. Craft (alchemy) is always a class skill for you.
Special: Apart from Master Craftsman, this is the only item creation feat available in this campaign.
Note: Based on the feat Hellenic Alchemy, from Sean K Reynolds’ The New Argonauts.


Hey, folks. I’m roughing out a relatively low-powered Greek-flavoured campaign, possibly even stretching into the first three installments of the Rise of the Runelords AP, which would basically be a conversion of the campaign-setting of Mythika, from Oliver Legrand’s ‘revised’ Mazes and Minotaurs, with large helpings of support-material cadged from canon Pathfinder/Golarion and things like Sean K Reynolds’ New Argonauts and Little Red Goblin Games’ ODYSSEY: A Greek Source Book, not to mention old Harryhausen movies like Jason and the Argonauts. Non-human races are still in an earlier stage of development, but I was hoping to get some feedback and additional brain-storming on the major human ethnic groups I’ve sketched in for now.

(For those who may care, Varisia gets a layer of medieval-Russian trappings before being dropped onto the map where Amazonia/Sicania are on the ‘canonical’ maps of Mythika, with Irrisen to its north. Thassilon rose and fell millennia before the ‘autarchs’ of M&M’s history ever learned to walk.)

Baseline human race
Racial Qualities:
* Humanoid (human) 0 RP
* Medium Size 0 RP
* Normal speed (30ft) 0 RP
* Human (+2 to any one ability score) 0 RP
* Languages: Linguist 1 RP
Racial Traits:
* Flexible bonus feat 4 RP
* Skilled 4 RP

CAMPAIGN RULE: CULTURAL WEAPONS
These are the weapons and equipment most favoured by the culture in question. A character proficient with the weapon in question and wielding it in combat enjoys a critical-threat range with that weapon one better than normal, applied after the effects of the Improved Critical feat or keen weapon property. The item before the semi-colon enjoys this benefit from first level onwards; at BAB +3/+6/+9/+12/+15/+18, the character may choose another weapon or item from the list after the semi-colon which will also enjoy that benefit. Once made, each choice cannot be changed. If the item in question is a shield, rather than a weapon, the character may choose whether the benefit applies to using the shield as a weapon, improving the threat-range as normal, or using it as a shield, in which case the shield in question reduces its Armour Check Penalty by one (minimum 0). A character may choose the same kind of shield twice to gain both benefits.

Generally-available Race Trait:
Child of Two Peoples (half-elf or human): Your parents come from two visibly different cultures that maintain distinct identities regardless of their physical proximity (such as Tians and Midgard). The tug of conflicting expectations has strengthened your sense of individuality and given you a gift for languages. You receive a +2 trait bonus on Will saves against charm and compulsion effects, and you automatically know the racial or ethnic languages of both your parents.
Generally-available Magic Trait:
Illiteracy: Formal education is expensive and time-consuming, and so literacy is very rare among the lower classes. You do not know how to read and write in any language, not even those you can speak. You automatically fail any Linguistics skill check involving writing. However, you gain a +2 trait bonus on saving throws against spells and effects based on writing, such as glyphs, sigils, and symbols. (Special: This trait can only be taken at 1st level. You lose this trait if you ever learn to read and write — represented by 1 or more ranks in Linguistics — but may replace it with a new one, subject to GM approval. In this campaign, all human characters with no ranks in Linguistics automatically gain this as a bonus trait.) [Wayfinder #2]

Akamen/Oromedon:

AKAMEN (‘Land of the Sun’/‘Oromedon Province’) — Minotaur Quarterly #8
Racial Traits
- +2 to One Ability Score: Akamen characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
- Medium: Akamen humans are Medium creatures and receive no bonuses or penalties due to their size.
- Normal Speed: Akamen humans have a base speed of 30 feet.
- Eye for Talent: Akamen have great intuition for hidden potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character’s choice. [This racial trait replaces the bonus feat trait.]
- Silver Tongued: Adept at subtle manipulation and putting even sworn foes at ease, Akamen gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. [This racial trait replaces skilled.]
- Languages: Akamens begin play speaking Akamen, and those with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic); Minean is strongly recommended in this campaign. However, formal education is expensive and generally affordable only to the upper classes: unless they invest a skill-rank in Linguistics, Akamen characters automatically gain have the Illiteracy trait described above.

Akamen Race Traits:
??? Suggestions welcome. FWIW, the Akamen have recently copied the scimitar/tulwar from their Vudran neighbours, and it’s rapidly becoming the #1 military fad.
???

Appropriate characters/archetypes:
??? Suggestions welcome

Cultural weapons:
Shortspear; shortsword (‘akinakes’), scimitar, javelin, hand-axe, large shield (‘gerron’), composite shortbow.

Amazons:

AMAZONS (‘Daughters of Themyscira’/‘Tigresses of Negara’) — Minotaur Quarterly #3
A race of warrior women who are as fierce as they are beautiful. They are daunting in their height but possess a natural grace and poise that few other mortals possess.
It is worth noting that while all female ethnic Amazons are trained warriors, not all trained female warriors are ethnic Amazons; although unusual, female warriors are more common amongst other cultures than most (male) sages and community-leaders would prefer to acknowledge. Gallean, Midgard, and Rusyn women are even expected to take up arms to defend their homes and families, as an extension of their domestic/maternal duties, and the fact that women are often warband-captains and outright queens amongst the light- and dark-elven nations is especially galling to Mineans.
Racial Traits
[ELEDED — PLEASE SEE ODYSSEY: A GREEK SOURCEBOOK FOR FULL DETAILS]
- Languages: Amazons begin play speaking the language(s) of their native land (Minean for Themysciran Amazons, Charybdian and Negari for Negaran Amazons). Amazons with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic); Minean is strongly recommended in this campaign. Additionally, the Amazons place as high a priority on preparing a girl’s mind for adult life as preparing her body for war: unlike characters from other cultures around the Middle Sea, all Amazon women are literate and cannot start play with the Illiteracy trait.

Amazon Race Traits:
Negaran Amazons may take the Heart of Darkness race trait (q.v.), while Themysciran Amazons may take the Blood of Heroes race trait (q.v.).

Appropriate Characters/Archetypes:
Amazonian Fighter (Fighter), ??? Suggestions welcome

Cultural weapons:
By background (Minean for Themysciran Amazons, Charybdian for Negaran Amazons).

Charybdia:
CHARYBDIANS (‘The Dark Continent’) — Minotaur Quarterly #10
Racial Traits
- +2 to One Ability Score: Charybdian characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
- Medium: Charybdian humans are Medium creatures and receive no bonuses or penalties due to their size.
- Normal Speed: Charybdian humans have a base speed of 30 feet.
- Bonus Feat: Charybdian humans select one extra feat at 1st level.
- Heart of the Sun: Charybdians are born in tropical climates and are well accustomed to high temperatures. They treat hot climates as one category less severe. They also gain a +2 racial bonus on Fortitude saving throws against the effects of a hot climate, as well as against the poison and distraction ability of swarms and vermin. [This racial trait replaces skilled.]
- Languages: Charybdians begin play speaking Charybdian and their tribal language (if they are Opari, Negaran Amazon, or Indwa). Those with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic); Minean is strongly recommended in this campaign. However, formal education is expensive and generally affordable only to the upper classes: unless they invest a skill-rank in Linguistics, Charybdian characters automatically gain have the Illiteracy trait described above.

Charybdian Race Traits:
Heart of Darkness: Charybdia has a wondrous, untamed beauty, but no mercy for those who do not respect its wildness. You gain a +1 trait bonus on Survival checks, and a +1 trait bonus on Perception checks made in areas of either jungle or plains terrain (pick one at character creation; this choice cannot be altered).

Appropriate characters/archetypes:
??? Suggestions welcome

Cultural weapons:
Shortspear (‘assegai’); spear (‘umkhonto’), dagger, javelin, club, large shield (‘ishlangu’), blowgun.

Cimbrians:
CIMBRIANS (‘Children of the Wild’) — Minotaur Quarterly #6/People of the North
Racial Traits
- +2 to One Ability Score: Cimbrian characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
- Medium: Cimbrian humans are Medium creatures and receive no bonuses or penalties due to their size.
- Normal Speed: Cimbrian humans have a base speed of 30 feet.
- Bonus Feat: Cimbrian humans select one extra feat at 1st level.
OPTIONAL: Heart of the Mountains: Cimbrians born in the mountains are skilled at negotiating heights and precipices. They gain a +2 racial bonus on Climb checks and Acrobatics checks to move on narrow surfaces and uneven ground. Furthermore, they are considered acclimated to the effects of high altitude (Core Rulebook 430). [If accepted, this racial trait replaces skilled.]
OR - Heart of the Snows: Cimbrians born in chilly climes treat cold climates as one category less severe. They gain a +2 racial bonus on Fortitude saving throws against the effects of cold climates, on any check or saving throw to avoid slipping and falling, and to CMD against trip combat maneuvers. This bonus applies on Acrobatics and Climb checks made in slippery conditions. [If accepted, this racial trait replaces skilled.]
- Languages: Cimbrians begin play speaking Cimbrian, and those with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic); Minean is strongly recommended in this campaign. However, formal education is expensive and generally affordable only to the upper classes: unless they invest a skill-rank in Linguistics, Cimbrian characters automatically gain have the Illiteracy trait described above.

Cimbrian Race Traits:
Storied Scars: You proudly bear the numerous scars of your life on your body, and each one tells a tale of your experiences. You gain a +1 trait bonus on Diplomacy checks made to interact with other Cimbrians, and a +1 trait bonus on Intimidate checks when dealing with non-Cimbrian peoples.
Wary of Danger: Your people are beset on all sides by threats, and you have developed a keen sense for danger. You gain a +2 trait bonus on initiative checks.

Appropriate characters/archetypes:
??? Suggestions welcome

Cultural weapons:
Greataxe; spear, hand-axe, dagger, javelin, medium shield, shortbow.

Galleans:
GALLEANS (‘“Barbarians” of Hyperborea’) — Minotaur Quarterly #6
Racial Traits
- +2 to One Ability Score: Gallean characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
- Medium: Gallean humans are Medium creatures and receive no bonuses or penalties due to their size.
- Normal Speed: Gallean humans have a base speed of 30 feet.
- Bonus Feat: Gallean humans select one extra feat at 1st level.
OPTIONAL: Heart of the Fields: Galleans born in rural areas are used to hard labor. They gain a racial bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted. [If accepted, this racial trait replaces skilled.]
OR: Heart of the Wilderness: Galleans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. [If accepted, this racial trait replaces skilled.]
- Languages: Galleans begin play speaking Gallean, and those with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic); Minean is strongly recommended in this campaign. However, formal education is expensive and generally affordable only to the upper classes: unless they invest a skill-rank in Linguistics, Gallean characters automatically gain have the Illiteracy trait described above.

Gallean Race Traits:
Wanderer Tattoo: You bear the elaborate tattoos of your people, marking you as a free son or daughter of the road. You gain a +1 trait bonus on saving throws against charm and compulsion effects. Additionally, you are proficient with bladed scarves and starknives.
??? Going for a Celtic-meets-Varisian feel, suggestions welcome

Appropriate characters/archetypes:
??? Going for a Celtic-meets-Varisian feel, suggestions welcome

Cultural weapons:
Battleaxe; spear, arming sword, starknife, medium shield, large shield, shortbow.

Khemi:
KHEMI (‘Desert Kingdom’) — Minotaur Quarterly #5
Racial Traits
- +2 to One Ability Score: Khemi characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
- Medium: Khemi humans are Medium creatures and receive no bonuses or penalties due to their size.
- Normal Speed: Khemi humans have a base speed of 30 feet.
- Heart of the Sun: Khemi are conditioned to function in the shattering heat of their desert home, and the strange funerary practices of their royalty and priesthood anchor their souls to life (and death) in a fundamental way. They receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments; they also gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points. [These traits replace skilled.]
- Skilled: Khemi humans gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.
- Languages: Khemi begin play speaking Low Khemi, and those with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic); Minean is strongly recommended in this campaign. However, formal education is expensive and generally affordable only to the upper classes: unless they invest a skill-rank in Linguistics, Khemi characters automatically gain have the Illiteracy trait described above.

Khemi Race Traits:
Pyramid Delver: You have studied the history of ancient Osirion, and may have even ventured inside one of the great pyramids. You gain a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks, and one of them is always a class skill for you. In addition, you may choose Ancient Osiriani as one of your bonus languages. Special: You may not possess the Illiteracy trait if you have this trait.
Warrior of the Desert Kingdom: Training in the shadows of the mighty Pyramids gives Khemi soldiers a deep understanding of the traditional weapons of their ancestors. They may treat the khopesh and throwing-stick (boomerang) as martial weapons.

Appropriate characters/archetypes:
??? Suggestions welcome — classic pseudo-Egypt feel preferred

Cultural weapons:
Spear; khopesh, dagger, light mace, large shield, boomerang (‘throwing stick’), composite shortbow.

Midgard:
MIDGARD (‘Lands of the Linnorm Kings’/‘Roof of the World’) — Vikings & Valkyries
Racial Traits
- +2 to One Ability Score: Midgard characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
- Medium: Midgard humans are Medium creatures and receive no bonuses or penalties due to their size.
- Normal Speed: Midgard humans have a base speed of 30 feet.
- Bonus Feat: Midgard humans select one extra feat at 1st level.
OPTIONAL: Heart of the Sea: Midgard are born near the sea and are always drawn to it. They gain a +2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spellcasters gain a +4 racial bonus on concentration checks when attempting to cast spells underwater. [If accepted, this racial trait replaces skilled.]
- Languages: Midgard begin play speaking Skald, and those with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic); Minean is strongly recommended in this campaign. However, formal education is expensive and generally affordable only to the upper classes: unless they invest a skill-rank in Linguistics, Midgard characters automatically gain have the Illiteracy trait described above.

Midgard Race Traits:
Glint-Tongued: You have a gift for poetic turns of phrase and vicious streams of insults. You gain a +1 trait bonus on Charisma-based skill checks made to impress or persuade other Midgard (or, at the GM’s option, other poetically-minded people), and a +2 trait bonus on Intimidate checks.
Honor-Driven: Your honor is such a part of you that you can sense it (or its lack) in others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

Appropriate Characters/Archetypes:
Viking (fighter), ??? suggestions welcome

Cultural weapons:
Spear; arming sword, battleaxe, dagger, medium shield, large shield, shortbow.

Midia:
MIDIANS (‘Land of the South’) — Minotaur Quarterly #7
Racial Traits
- +2 to One Ability Score: Midian characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
- Medium: Midian humans are Medium creatures and receive no bonuses or penalties due to their size.
- Normal Speed: Midian humans have a base speed of 30 feet.
- Bonus Feat: Midian humans select one extra feat at 1st level.
- Heritage: Midian characters tend to come from Midia’s seafarers or its cities; depending they may choose either the heart of the sea or heart of the streets racial trait.
--> Heart of the Sea: Some Midians are born near the sea and are always drawn to it. They gain a +2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spellcasters gain a +4 racial bonus on concentration checks when attempting to cast spells underwater.
--> Heart of the Streets: Some Midians come from bustling cities and are skilled with crowds. They gain a +1 racial bonus on Reflex saves and a +1 dodge bonus to Armor Class when adjacent to at least two other allies. Crowds do not count as difficult terrain for them.
[In either case, this racial trait replaces skilled.]
- Languages: Midians begin play speaking Midian, and those with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic); Minean is strongly recommended in this campaign. However, formal education is expensive and generally affordable only to the upper classes: unless they invest a skill-rank in Linguistics, Midian characters automatically gain have the Illiteracy trait described above.

Midian Race Traits:
Cosmopolitan: Your exposure to the many peoples intersecting in Solus and the tongues spoken there has given you a particular facility for speech. You gain a +1 trait bonus on Linguistics checks, and Linguistics becomes a class skill for you.
Gnoll Slayer: As a native of the Great Desert, you’ve had frequent encounters with gnolls and learned how to fight against these jackal-headed slave-taking savages. You gain a +1 trait bonus to AC against attacks made with thrown weapons.
Wharf Rat: You may never have been on a boat larger than a garbage scow, but you’ve been helping them dock all your life. You gain a +2 trait bonus on skill checks involving climbing and rope use, and a +4 trait bonus on Appraise checks to determine the value of large quantities of bulk goods without opening their containers.

Appropriate characters/archetypes:
??? suggestions welcome — Greek/Carthaginian/Libyan feel sought

Cultural weapons:
Spear; falcata (‘kopis’/‘makhaira’), dagger, javelin, light mace, large shield, sling.

Minea and other pseudo-Greeks:
MINEANS (‘Centre of the Civilised World’) — Minotaur Quarterly #2/ODYSSEY: A Greek Source Book
Racial Traits
- +2 to One Ability Score: Minean characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
- Medium: Minean humans are Medium creatures and receive no bonuses or penalties due to their size.
- Normal Speed: Minean humans have a base speed of 30 feet.
- Bonus Feat: Minean humans select one extra feat at 1st level.
OPTIONAL: Heart of the Sea: Mineans are born near the sea and are always drawn to it. They gain a +2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spellcasters gain a +4 racial bonus on concentration checks when attempting to cast spells underwater. [If accepted, this racial trait replaces skilled.]
- Languages: Mineans begin play speaking Minean, and those with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). However, formal education is expensive and generally affordable only to the upper classes: unless they invest a skill-rank in Linguistics, Minean characters automatically gain have the Illiteracy trait described above.

Minean Race Traits:
Blood of Heroes: You have been steeped in tales and skills passed down from your heroic forebears, preparing you for your own life of great deeds. You gain a +1 trait bonus on saving throws against fear effects. Additionally, you are proficient with the xiphos and makhaira (falcata), and may treat the sarissa as a martial weapon.
Elemental Endowment: You see the interactions between elementals as the epitome of balance; you’ve studied the traditional elemental bindings of Minean magic and can draw upon their power. As an immediate action, once per day when you cast a spell with the air, earth, fire, or water descriptor, you can gain a number of temporary hit points equal to the spell’s level. This effect lasts for 1 minute.

Appropriate Characters/Archetypes:
Phalanx Fighter (fighter), Elementalist*, ??? more suggestions welcome
* custom arcane-casting class (still WIP, but hopefully quite low-power compared to baseline casters)

Cultural weapons:
Spear (‘doru’); xiphos, falcata (‘kopis’/‘makhaira’)*, javelin, sling, pelte, hoplon.
* Characters from Seriphos may not choose the falcata, but may choose the double-bitted battleaxe (‘labrys’) instead.

Rusya:
RUSYNS (‘Anatolia’/‘Riders of the Steppes’) — People of the North/Varisia, Birthplace of Legends
Racial Traits
- +2 to One Ability Score: Rusyn characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
- Medium: Rusyn humans are Medium creatures and receive no bonuses or penalties due to their size.
- Normal Speed: Rusyn humans have a base speed of 30 feet.
- Bonus Feat: Rusyn humans select one extra feat at 1st level.
OPTIONAL: Steppes Rider: Those Rusyns not under the thumb of the Jadwiga are horsemen almost born to the saddle. They receive a +1 racial bonus to Handle Animal and Ride checks, and these are always class skills for them. They also have a long and bitter history of clashes with the giants and wolf-riding Orkoi that plague the steppes, and gain a +1 racial bonus on attack rolls against humanoids of the giant or goblinoid subtypes. [If accepted, this racial trait replaces skilled.]
- Languages: Rusyns begin play speaking Rusyn, and those with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic); Minean is strongly recommended in this campaign. However, formal education is expensive and generally affordable only to the upper classes: unless they invest a skill-rank in Linguistics, Rusyn characters automatically gain have the Illiteracy trait described above.

Rusyn Race Traits:
Jadwiga Scion: You come from an Irriseni noble family, one that commands respect. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. In addition, you gain a +1 trait bonus on Knowledge (nobility) checks related to the Irrisen aristocracy.
Winter Warrior: You grew up in the icy lands of Irrisen, and surviving in the cold snows of winter is second nature to you. You gain a +1 trait bonus on Stealth and Survival checks in ice- or snow-covered terrain.
??? more suggestions welcome

Appropriate Characters/Archetypes:
Thundercaller (bard), Tattooed Sorcerer (sorcerer), Oracle (Winter patron), White Witch (witch), ??? Suggestions welcome — desired flavour is Shoanti-meets-Kievan Rus’/Cossacks

Cultural weapons:
Arming sword (‘shpaga’); sabre (‘sablya’), spear (‘kop’ye’), heavy mace (‘shestopyor’), large shield, starknife, composite shortbow.

Tian-Xia:
TIAN (‘Far Side of the World’) — Dragon Empires etc.
Racial Traits
- +2 to One Ability Score: Tian characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
- Medium: Tian humans are Medium creatures and receive no bonuses or penalties due to their size.
- Normal Speed: Tian humans have a base speed of 30 feet.
- Bonus Feat: Tian humans select one extra feat at 1st level.
OPTIONAL: XXXXXXXXXXXXXX
- Languages: Tians begin play speaking Tien and their ethnic language (Draconic for Tian-Dan, Dtang for Tian-Dtang, Hwan for Tian-Hwan, Hon-La for Tian-La, Minkaian for Tian-Min and Tian-Sing), and those with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic); Minean is strongly recommended in this campaign. However, formal education is expensive and generally affordable only to the upper classes: unless they invest a skill-rank in Linguistics, Tian characters automatically gain have the Illiteracy trait described above.

Tian Race Traits:
??? Suggestions welcome. FWIW, the Tian-Shu are the only power to have invented the crossbow, and their armies make wide use of the light crossbow.

Appropriate Characters/Archetypes:
TIAN-DAN:
TIAN-DTANG:
TIAN-HWAN:
TIAN-LA:
TIAN-SHU:
TIAN-MIN: Ninja, Samurai, Geisha (bard)
TIAN-SING:

Cultural weapons:
TIAN-DAN
Spear; arming sword, shortbow, ???
TIAN-DTANG:
Spear; arming sword, xiphos (kris), ???
TIAN-HWAN:
???
TIAN-LA:
Sabre; spear, dagger, lance, javelin, medium shield, composite shortbow.
TIAN-SHU
Spear (‘qiang’); arming sword (‘jian’), shortsword (‘duan jian’), light mace (‘suan tou fung’), halberd (‘yue’), glaive (‘da-dao’), light crossbow.
TIAN-SING:
???
TIAN-MIN
Spear (‘yari’); longsword (bastard sword/‘katana’)*, shortsword (‘ninja-to’/‘wakizashi’), sai, tonfa, shuriken, composite shortbow (‘hankyu’).
* Female characters are usually trained with the glaive (‘naginata’) instead of the katana.

Umbria:
UMBRIANS (‘Ambitions of Empire’) — Minotaur Quarterly #4
Racial Traits
- +2 to One Ability Score: Umbrian characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
- Medium: Umbrian humans are Medium creatures and receive no bonuses or penalties due to their size.
- Normal Speed: Umbrians have a base speed of 30 feet.
- Bonus Feat: Umbrian humans select one extra feat at 1st level.
- Blasphemous Covenant: Since the rise of the Thrice-Damned Thrune, Umbrian magicians have eagerly consorted with fiends. Some have strong ties with these creatures and may call upon ancient and obscene associations to sway diabolic cooperation. Umbrians with this racial trait gain a +2 bonus on Diplomacy checks made against unbound creatures with the demon subtype. Furthermore, demons conjured with any summon spell gain +2 hit points per Hit Die. Lastly, the cost of bribes or offerings for any planar ally spell cast by these Umbrians to summon a demon is reduced by 20%. Umbrians also gain a +1 bonus on attack rolls and a +2 dodge bonus to AC and on saving throws against the extraordinary, supernatural, and spell-like abilities of outsiders; in addition, they gain a +2 racial bonus on Knowledge (arcana) checks to identify outsiders and can make such checks untrained. On the other hand, the Umbrian racial affinity for dealing with fiends comes with at a price. By so binding fiends to themselves (or vice versa), they have come to share some of their weaknesses: Umbrians also gain vulnerability to silver, taking +1d6 damage from any hit from silver weapons. [These racial traits replace skilled.]
- Languages: Umbrians begin play speaking Umbrian, and those with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic); Minean is strongly recommended in this campaign. However, formal education is expensive and generally affordable only to the upper classes: unless they invest a skill-rank in Linguistics, Umbrian characters automatically gain have the Illiteracy trait described above.

Umbrian Race Traits:
Masterful Demeanor: As a proud Umbrian, you are confident that members of other, inferior races will obey you, and quickly. You gain a +3 trait bonus on Intimidate checks against members of non-human humanoid races.
??? I’m looking for a ‘Cheliax meets Roman Empire’ feel, so suggestions are welcome

Appropriate Characters:
??? ‘Cheliax meets Roman Empire’, suggestions welcome

Cultural weapons:
Shortsword (‘gladius’); spear (‘verutum’), dagger (‘pugio’), pilum, dart (‘plumbatum’), large shield (‘scutum’), light flail.

Other notes:
Umbria is hemmed in by the Mineans/Three Cities/not-Greeks to its east, the Amazon island of Themyscira to its south-east, the jungles of Charybdia directly across the sea to its south, and to its north the Elven nation of Sybaris. In particular, the elven border sees near-constant skirmishing and raiding, with elven griffin-riding sky-cavalry keeping the borders fixed. (FWIW, Sybaris itself has the fractious pseudo-Nordic lands of Midgard/‘The Lands of the Linnorm Kings’ on its own northern border, and much of their gear/culture has a Norse feel.)

Vudra:
VUDRANS (‘Land of a Thousand Gods’) — no data
Racial Traits
- +2 to One Ability Score: Vudran characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
- Medium: Vudran humans are Medium creatures and receive no bonuses or penalties due to their size.
- Normal Speed: Vudrans have a base speed of 30 feet.
- Bonus Feat: Vudran humans select one extra feat at 1st level.
- ??? 4 RP available, suggestions welcome
- Languages: Vudrans begin play speaking Vudran, and those with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic); Minean is strongly recommended in this campaign. However, formal education is expensive and generally affordable only to the upper classes: unless they invest a skill-rank in Linguistics, Vudran characters automatically gain have the Illiteracy trait described above.

Vudran Race Traits:
??? Suggestions welcome

Appropriate Characters:
??? Suggestions welcome — I know almost zero about India’s martial history/traditions

Cultural weapons:
Scimitar (‘tulwar’); punching-dagger (‘katar’), pata, arming sword, spear, medium shield, composite shortbow.

For those who didn’t TL;DR this whole thing: please, I’d love to hear your thoughts. Suggestions and possible corrections are actively sought. ;)


As intriguing as the upcoming Osirion AP looks, there are a couple of things looming on my financial horizon which have to take higher priority, so I have to ask that Paizo cancel my Adventure Path subscription before issue #79 is released. :(

I hope I’ll be able to re-subscribe later this year, when circumstances permit, but until then... sorry. :-(


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Call me an old-school MechWarrior at heart, but I’ve always considered “What does the ’Mech say?” a more pressing question. ;-D


It looks like this one was blanked from your e-store system during the power-outage. It was only three pdfs, and I downloaded all three files right after the order was actioned on Sunday afternoon (my time), but when I log into Paizo, they’re showing up in my shopping cart, instead of My Downloads.

For reference, the files were:
— 0One's Blueprints: Ten Small Dungeons (0One Games)
— Mythic Options: Mythic Rogue Class Features (Rogue Genius Games)
— Mythic Minis 5: Feats of Monstrous Magic (Legendary Games)

I mean, I’m seeing a hold on my card for the appropriate amount, so it looks like you got the money.
Didn’t you? «.« ».»


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I’ve recently become quite taken with the simplicity of the setting material for Mazes & Minotaurs, which frankly offers a little more creative freedom than relatively well-explored settings like Golarion or the Forgotten Realms. Nonetheless, I’d like to throw in a lot of Golarion material (like, say, giving some of the ‘barbarians’ a lot of Shoanti trappings).
I’ve thrown together the following gazetteer, heavily based on the one from RMM2 but re-working the general geography to include favoured bits of Golarion and some other elements. If you were a prospective player, particularly for a Pathfinder PbP, would you want to play in this setting?

Geography - Mythika

The Land of the Three Cities
As its name implies, this rich and civilized coastal country is divided into three independent (and rival) city-states: Thena, Heraklia and Argos.
Each of these city-states is a major political power with its own culture, economy and armed forces. In the past, the strong rivalry of the Three Cities has caused several wars but they have been in peace for more than 100 years now, thanks to the efforts of the Thenan monarchs (see History).
Most adventurers will come from the Land of the Three Cities.

The Middle Sea
This inner sea has four major islands: Seriphos, near the coasts of the Land of the Three Cities and home to Minea, the fourth major city-state of the area; Proteus, an ancient island often identified as the lost cradle of Middle Sea civilization, now a land of monster-haunted ruins (and, some say, forgotten treasures and wonders); Amazonia, half-legendary queendom and homeland of the famous undaunted warrior-women; and the eastern isle of Tritonis, last remnant of the once mighty sea empire of the same name, home to the decadent and dangerous Sea Princes of Acharnia.

The Wild North
North of the Land of the Three Cities, past the monster-infested Helicon Mountains, lies the frozen land of Hyperborea, home to fierce tribes of fur-clad Barbarians who worship strange gods, and the forest-realms of the politely territorial dark-elves.
To the west of Hyperborea lie the Lands of the Linnorm Kings, bleak lands of hard-bitten viking warriors where a man’s deeds are the proof of his worth and slaying a wyrm can make him a mighty lord. But even such valiant souls as these take their lives into their hands if they trespass within the Sybaris Forest, home of the ‘light’ elves, who protect their lands so fiercely that even the mighty armies and fiendish sorceries of Umbria cannot overcome them.
To the east of Hyperborea, past the Frozen Sea, lies Irrisen, ruled by successive dynasties of witch-queens whose powers over cold and ice keep their land locked in eternal winter.

The Unknown West
The western Umbrian Sea is bordered by the ancient warlike kingdom of Umbria, a former coastal colony of the lost empire of Atlantis and now an enclaved kingdom ruled by demon-trafficking Sorcerers, which controls the access to the Great Ocean.
Its tempestuous and perilous waters are inhabited by numerous sea-serpents, sea-horrors and other sea-monsters that none but the boldest adventurers dare defy... for somewhere in the Great Ocean lies the fabled island of Atlantis, once the mightiest sea-empire of the world, home to a pre-human race of savants and sorcerers, now only remembered in half-forgotten legends... Who knows what wonders and dangers await in these uncharted waters?

The Perilous East
The east of Mythika is divided by the great Thanatari Mountains, home to many strange and dangerous beasts, such as Griffins and Manticores, and to tribes of cannibal wildmen and troglodytes.
North of the mountains lies the land of Sicania, home to the Centaurs and to the Rusyns, fierce humans with unmatched riding skills and customs strange to Mythikan eyes. Both live in the shadows of mysterious fallen monuments that some say pre-date even Atlantis....
South of the Thanatari Mountains lies the fabled Land of the Sun, with its burning sands, desert ruins and golden cities...

The Mysterious South
The southern shore of the Middle Sea is dominated by the nation of Midia and its capital Solus, a centre of trade with a cosmopolitan population of merchants, sailors and thieves.
West of Midia lies the savage land of Charybdis with its lush jungles, strange beasts and tribes of ebony-skinned warriors.
South of Midia lies the mighty Desert Kingdom, with its great stone pyramids (also full of fabled treasure), mystical dynasties of divine-blooded kings and beast-headed gods...
Rumors also speak of a dark Stygian Empire somewhere in the far south, ruled by Necromancers and their legions of animated skeletons.


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I just opened up my e-mail client and found ‘these orders have shipped’ messages for orders #2880198 and #2906882. I placed the first of these orders in early November, and the other a couple of weeks later, and I’ll admit there were a couple of times when I was tempted to follow the example of others and post a rather testy “when will my gear ship?” thread.
But then I would remember that the website headline throughout November, including when I made my orders, had explicitly declared that the Great Golem Sale was projected to involve order-volumes that would bury the warehouse staff up to their eyebrows, so I held my peace and had faith in Paizo’s people and protocols. I believe my thought process boiled down to “They don’t need me busting their chops about doing this, especially when they’re already busting their humps to get it done.”
Now my patience has been rewarded — my orders are on their way — and nobody involved, on either end, has created any unnecessary drama about the process.

So, to those Paizo staff who have been working hard, fast and furious to fulfill that avalanche of orders completely, correctly, and as quickly as humanly possible, I say a sincere “Thank you!” for all your efforts and wish you the very best for the holiday season. ;D


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I benefited from Mikase’s largesse last year, and now I figure it’s my turn to act in the same spirit. ;) Now, I sure ain’t rich, but I can spare a little gaming-cash this Christmas, and I need to offset a possible injustice: my mania about typos means I may not have given Little Red Goblin Games’ Odyssey: A Greek Source Book as much love as it really deserves. Therefore, I’m looking to give away up to six copies so more Paizonians can add some Greek flavour to their campaigns and get the chance to make up their own minds.

Register your interest by posting in this thread, including a spoiler-text holding a number between 1 and 20. If there are more than six interested posters by the close of entries, 1d20 rolls against each poster’s number will be used to resolve ‘ties’: the six posters whose chosen numbers are closest to their respective dice-rolls will ‘win’.

Entries will close at the start of the Packers/Falcons NFL game on Sunday 8 December, with delivery soon after the final whistle. ;)


I bought this (through DTRPG) mainly for the entertainment-value of reading it, in the same way I’d read an old pulp Conan or Barsoom story, and People of the Pit adventure delivers on that old-school feel in spades. I’m actually considering converting it to PFRPG to run as a PbP here, and some of the substitute baddies almost write themselves....


Please cancel my comics subscription before Goblins #2 ships. In looking at the preview-images, I’m afraid the ‘Paizo.com exclusive’ covers, the ones we get as part of the subscription, really don’t do anything for me. :S
(That said, I’ll be hand-ordering the issues with the covers I’d rather have. ;) )

Sorry to be so picky. :-/


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That's pretty blessed up right there.


I own three of the bigger 4 Winds Fantasy Gaming (now Purple Duck Games) .pdfs, and I’d like to buy one or more of those books* in hard-copy to ship with my next subscription-shipment. However, the only purchase options through Paizo are pdf-only and print/pdf bundles. Is there any way to buy those books from Paizo in print-only; if not, could the Paizo store be reconfigured to offer that option?

* Luven Lightfinger’s Gear & Treasure Shop (PFRPG), with Book of Arcane Magic and Book of Divine Magic coming shortly after it.


What are the odds Natalya’s been in Magnimar long enough that a character who was a fellow Tower Girl before becoming a PC would recognise the name ‘Vancaskerkin’ during the raid on Thistletop in Burnt Offerings? (Well, Rule Zero aside, that is. :D)

In looking to build some texture to a character’s background for the Rise of the Runelords AP, I was going to make her a former member of the Tower Girls, and that leads to certain possibilities regarding a Vancaskerkin family reunion. Do we know how long Natalya’s been in Magnimar by the time of Shards of Sin in 4612 AR? Her two-page bio doesn’t go into specifics, IIRC, and it doesn’t mention her and Orik running into each other, but that may not mean much; Runelords is five years before Shattered Star, and Magnimar’s a fair-sized city, so even if they were there at the same time they may never have run into each other.


Related to this thread.

I’m more of a ‘fluff’ gamer than a ‘crunch’ one, and among the things which really irk me about Pathfinder are stat-buff spells like owl’s wisdom and items that provide similar effects on a character’s baseline ability scores. The problem is ‘the Christmas Tree effect’ - the system essentially assumes most characters have one or more of these items as they get into mid-to-high levels, supporting their primary stat(s).

Here’s what I’d like to do for a Rise of the Runelords campaign, if I ever got to run it:
- All twelve stat-buff spells (bear’s endurance, bull’s strength, cat’s grace, eagle’s splendor, fox’s cunning, owl’s wisdom, and their respective mass versions) are removed from all spell-lists.
- Headbands (for mental stats) and belts (for physical stats) are not available. The only items which can enhance a character’s ability-scores are ioun stones or wondrous items which have other effects; these are crafted using rituals and component-recipes which mimic requisite spells like those listed above.
- Similarly, amulets of natural armour are not available.

For the people who are better with the crunch than I am: how much would these restrictions skew the game’s base assumptions and maths, especially at higher levels?


"Pre-order"? Does Paizo know something about CGL's projected publishing schedule that I don't?


I just purchased SGG's Ranger Options: Knacks of Nature as part of this order... and only realised after downloading it that I already have it (courtesy of an SGG giveaway carried out through DriveThruRPG).*

Is there any chance that I could get the file deleted from 'My Downloads' and its price refunded? Or are all .pdf purchases final? :S

* Yes, I'm an idiot who needs to pay closer attention to his HDD's inventory of .pdfs. :facepalm:


Once again, I've been sent the wrong version of the Pathfinder comic. In Order #2448196, I purchased the version of Issue #5 with the Tyler Walpole cover and had it added to my side-cart to await my next AP subscription shipment. After a little drama with updating my credit-card details, it was shipped with Order #2459513, which arrived this morning...

... and contained the Paizo.com Exclusive version of Issue #5. Order #2448196 shows I ordered the Walpole version; the shipping invoice that came in the envelope says I ordered the Walpole version; the issue I've received is the '50-foot Seoni' Exclusive version. :(


Specifically, it expired at the end of last month and the replacement I was supposed to be sent automatically hasn't turned up yet. >:( I just went into the bank and requested a fresh replacement, but it won't arrive for three-to-five working days. It's been my experience that my subscriptions ship a few days after those sent inside the CONUS, but nonetheless I'm concerned that I don't have a valid method of payment at the moment - and that concern's compounded by the fact I've yet to receive a 'your sub will ship soon' e-mail, when I already had the last such e-mail by the time the 'January Subscription Shipments' thread was created. :S
If I don't have a valid payment-method in my profile at the time the normal round of subscriptions are spawned and shipped, will my subscription shipment be held, then dispatched once I update my details?


I'm working on concepts for something, and one of the characters involved is a Wiscrani tiefling who, for various reasons, left Cheliax and wound up in everyone's favourite little Varisian vacation-spot, Sandpoint. Thing is, the Order of the Rack has reasons for taking an interest in her whereabouts, and her various travels and adventures may bring her into contact with detachments of the Order of the Nail. This brings me to the question: just how amicable are the relationships between the various Hellknight Orders?

Now, the Order of the Rack is Cheliax's leading internal-security force, essentially a goon-squad in chainmail, while the Order of the Nail is primarily interested in bringing civilisation to Varisia and its inhabitants, and Knights of the Inner Sea says the various Hellknight Orders are essentially independent of each other... but there's the official line, and there are 'traditional ties', so really: how close are ties between the two Orders?
If the Rack circulated a 'B.O.L.O.' directive, would it stay in-house as 'nobody else's damned business', or would it be passed to the other Orders? Even if they knew this character was a 'Person of Interest' to the Rack, how much would the Nail care? Would the Nail have the grounds, authority, and/or inclination to pick her up for their Chelish colleagues; would they simply say 'hey, guys, we saw someone you wanted to talk to' and let the Rack take it from there; or just say 'meh - not our problem' and turn their attention back to their own duties?
On the other side of the coin, Varisia is essentially the Nail's private patch: assuming they cared enough to send out a party of their own people, would the Rack have the authority to question someone on the Nail's turf, or even carry out an 'extraordinary rendition' (in the extreme case), without getting the okay from Citadel Vraid?


I have this really, really nifty concept for a character who was orphaned and adopted into a Shoanti Quah, and has the Shoanti Tattoo trait (p.6, Varisia: Birthplace of Legends) to prove it. Thing is, he's a ranger, which means that two of the three weapons proficiencies the trait grants (MWPs' with the klar and earthbreaker) effectively go to waste. I never wanted to go the 'Thunder and Fang' route, so the character's concept is more or less built around the totem spear and the Two-Handed fighting style (from the APG), resorting to starknives and/or Shoanti bolas at range.

If you were GMing the campaign, would you let the character exchange the klar and earthbreaker proficiencies for EWP: totem spear, or would the character be looking at burning a feat?


Both boxes(!) of this order were on my doorstep when I got up this morning, for which I am once again awesomed by you guys and your prompt shipping in robust, safe, and eco-friendly packaging. :D

However, the Pathfinder Comic Issue #1 the order contained was not the right version: it was the Paizo.com Exclusive cover ('goblin iconics'), whereas I ordered the version with the Erik Jones ('Merisiel') cover. :(
Since wanting the ability to choose from the available covers for each issue - in this case, my preference was for Jones' cover, rather than Tyler Walpole's - was part of why I didn't pick up a comics subscription, I find myself a little disappointed by this mistake. Perhaps my order(s) got a little jumbled when they were merged together?


Okay, I'm just reading these modules as books, rather than expecting to ever play them in a game, but Cinnabar's backstory as written just strikes me as an exercise in unreconstructed tragedy.

Spoiler:
Only child of a mantis-cultist so fanatical that she decided her child simply had to be one as well - and when that child was deemed too 'meek' (at the age of eight!) to become a heartless professional killer of her own free will, she was afflicted with a magical compulsion to commit murder weekly in order to survive, so that she was warped into a heartless killer!

I mean, she never had a chance!

Groups have gone to some pretty extraordinary lengths to redeem 'villains' in other AP modules: Mikaze's tale of the ongoing befriending/salvation of Laori Vaus proves he has a group made of pure RP awesome, and heaven only knows how many groups have undertaken to redeem Nualia Tobyn since Burnt Offerings hit FLGS-shelves. I know that in-character, there'd be a lot of pressure from the Shoanti to simply slay all of the Red Mantis out-of-hand during the Climactic Big Fight and be done with the whole matter... but Cinnabar is arguably as much a victim of her past as Nualia or Laori, and while she doesn't strike me as particularly forthcoming about her history, PCs are notorious for being surprisingly resourceful about such things, as well as engaging with some of the oddest people (witness the popularity of a certain giggly elven Mistress of Pain).

So I ask: has anyone's PC group ever tried setting out to show Cinnabar there are other ways to live than being an instrument of death? That in fact, there are (other) reasons to live?


This order was on my doorstep this morning - a transit of nine business days by my watch, again beating Paizo's own delivery-projections! - and for all that two of the items I ordered were 'non-mint' (at least according to Paizo), it took me several minutes' inspection to find their 'defects'. 'Defects' which, as far as I could tell, were limited to normal shelf-wear, making them less beaten-up than some of the APs I've seen on the shelves of my LGS! O.O

I'm probably asking for another visit from Murphy by doing this, but in this age of 'only report the bad stuff', I felt I needed to reiterate my personal view that Paizo and their shippers have set and maintained some of the highest standards - both for their products and their customer-service - that I've seen in almost twenty years as a gamer. To my regret, I missed Erik Mona Day this time around, but I'm certainly inclined to kick in my share for next year's round of pizza. ;D


It seems that my effusive praise for Paizo's splendid service on my last three hardcopy orders drew the attentions of the Great Demon Murphy. :(

I received the above-titled order just before the weekend and, as always, I am greatly enjoying the renewed taste of AWESOME in my diet. However, in looking at the copy of Pathfinder Adventure Path #26 (The Sixfold Trial) enclosed in this order, there's a flaw (or failing?) in the binding. The fly-page with the credits on it is securely fastened to the front cover, but it is not similarly attached to the contents-page or the pages behind it, and when I open the AP to the ToC page, I can clearly see the inside of the spine between fly-page and ToC-page. I'm no expert, but it looks like the binding between fly- and contents-pages either didn't take when it was put together, or it did and somehow it got broken in the meantime.

The book is readable and useable as-is, but I can't imagine the broken binding will do its longevity any good - especially if I re-read it as often and thoroughly as I suspect I will. :S


During a recent bout of spring cleaning, I rediscovered the only minis I ever bought... in the same box where I put them into storage in the mid-'90s. I never did anything more than a half-hearted job of painting them - no primer, only a few colours, lots of bare lead where I didn't have the right colours yet (and never did get them) - and several of them have never felt even a single brush-stroke.

Being that I've long since forgotten what little I knew about painting minis, does anyone have any advice on what to do with them by way of restoration/refurbishment? I mean, would a proper coat of primer let me cover up the shoddy existing paint-jobs and let me 'start from scratch' on their new appearances, or by painting bare metal to start with (fifteen years ago to boot), did I completely miss and vacate the point of using a primer?

Basically, if anyone's holding classes in 'Painting Minis 101', I'm looking to sign up. :S


Trace Coburn wrote:
The 'operating base' for this 'Caves of Chaos' rip-off is a small town that's growing up around a fortified monastery. (If you care, it's on the Dales side of Tilver Gap, just south of the Moonsea Ride in the foothills of the Thunder Peaks mountain-range, right on the front doorsteps of near-endless hordes of goblins, orcs, red and green dragons, and lots and lots of other critters to fight.)

You know you've been looking at the map's topography instead of its legend for too long when you completely miss basic details like that. :(

And: wow. I wasn't expecting a flood of responses to this thread in the first couple of days... but none at all? I'm crushed. :P


I found the box containing this order on my doorstep this morning. This is the third time I've ordered hard-copy products from Paizo, and that makes the patterns 'official':

- Your actioning of orders is nigh-instant. The orders all said 'expect dispatch within 2-4 business days'; at the latest, all three of my orders were out the door of Paizo's warehouse by the close of business the next day (US time).
- The other crucial aspect of orders was similarly handled perfectly: you sent me everything I asked and paid for, and nothing I didn't (except for the free catalogues). :D
- Speed of delivery was far better than anticipated. Each order was estimated to spend 11-40 business days in transit; all three have arrived within eight business days of dispatch. It's only a minor exaggeration to say that I can get gear faster from Paizo in Seattle than I can from suppliers in my own country!

I hope I'm not breaking community protocols by posting this comment, since the Customer Service sub-board reads more like a 'problems to fix' forum, but I'm simply stoked about the positive experiences I've had shopping with Paizo to date, and the customer-service folks probably don't hear "you guys are AWESOME!" too often. :D

Believe me, when my bank-balance recovers enough, I'll be coming back to the Paizo-shop for all my Pathfinder needs. :D I know you'll be keeping up the good work in the meantime!


This is probably a dumb question, but I'd swear I saw a trait (in a Paizo dead-trees product, this year) that gave a 1st-level character who was a particularly devout worshipper of Sarenrae MWP with the scimitar as a trait-bonus, as well as a bonus to a skill (I forget which).

Can anyone tell me in which product (AP?) I might find it again? Or is my 'memory' of this useful trait a product of 4:00a.m. and wishful thinking? :-S