Ive never played before, but ill do my best to learn all the rules. Id like to play The Wronged. Magnus immigrated from iceland as a child, adopted by an older and wealthy couple in an affluent town in California. He had a rough childhood, being bullied for his gentle demeanor, giant size, and unwillingness to fight back. His parents tried to teach him to stand up for himself, enrolling him in martial arts, wrestling, boxing, and even football. He excelled in all of these, but he did them only to make his family proud and he didnt like the fact that he often hurt others due to his size and strength. He grew into a powerful young man by the end of high school that quickly dwarfed his friends and family, being nearly 7 foot tall and powerfully built, which got him a college scholarship and a place on the football team there. He ended up falling in love with a fellow student, Miranda and before they both graduated they were married and expecting. His parents, overjoyed by the news, bought them a small home in a secluded neighborhood nearby their home. Their bliss was shortlived, though. Something had been stalking the couple and on one dark night, the police and paramedics arrived to find the house nearly demolished, Miranda and her unborn child brutally murdered and Magnus pinned under part of the roof, arm crushed and eye maimed beyond repair, screaming and raging at something he claimed had attacked them. They quickly sedated him to get him to safety without further harm to themselves and or him. He recovered slowly from is injuries, losing both his left arm beneath the elbow and his right eye. The investigation ruled him out as the murderer, but his ranting and raving led to his time at a psychiatric hospital for several months before being discharged into the care of his mother following the death of his father from a stroke while on a business trip. He spent the remainder of the year there recovering, until the thing returned one night. His mother was slain and although he tried to protect her, he failed and was knocked unconscious. When he awoke and found the scene, he vowed to track down the creature. Taking as much money and valuables as he could, he burned down the house of his childhood and set out to find what had became a curse upon his life... He has tracked the creature to Howling Creek from across the country, dodging any contact with police or authorities. He would have his revenge.
Douglas Muir 406 wrote:
Its literally Skull and Shackles that i want, too. Why not release them as a print option, on drive thru rpg or something?
I understand that Paizo is moving towards 2nd Edition and Starfinder, but can we get some Compiled Versions of APs or some reprints on APs for 1st edition? I worry that Paizo will basically forget about their APs and just do their soft cover version of core books. Some of the AP books are going for hundreds of dollars for a single book online and I really dont want to spend 500-1000 dollars for a single AP. Sure, PDFs are a thing, but it makes it hard for me to run them, especially on my devices. Just a loyal fan, hoping for paizo to hear my call for adventure. Surely I'm not the only one asking for this.
This dieselpunk science-fantasy setting has it all. Imagine an entire solar system to explore... Fly your Aethership through the system, with each world tied to an elemental plane that gives it its own flavor, challenges, and rewards. Journey to the desert world of Akasaat, homeworld to the humans, and explore their Arcologies. Perhaps you will work with their government known as the Hierarchy, or else seek out the Vox Riders that broadcast their pirate radio signals across the wastes? Perhaps a visit to the lush Erahthi homeworld of Kir-Sharaat? Travel through the dense jungles of colossal trees, seeking relics of the hundred year war. Meet with some of the natives, learning about their culture and bio-engineering. Just remember to steer clear of the Darkwilds, for within dwell the dangerous and territorial Zahajin. If you're not above working hard, you could mine the asteroids of the Amrita asteroid belt, selling your ore and minerals to one of the many traders or factions that operate out of Complex Four. Be wary of the gangs, for its easy to get wrapped up in their endless street wars. Take a trip to see the gas giant Seraos? Crash land on Orbis Aurea? Maybe meet some giants, all while running from the giant telepathic bugs and undead that wander this frozen planet? Try to strike it rich on the Aetherite deposits? all in all, there is so much to do. It includes:
In the end, the choice is up to you, but if I can sway you to pick up a copy, I promise you wont regret it. Even when its at its worst, its still a hell of a lot better than the majority of settings. 10/10, would crash on Orbis Aurea again. Now if you'd excuse me, i have something I have to do.
Kiln Norn wrote:
How many tiers are there? Considering double checking the math... DC 15+(2*Tier), it might not be that bad.
karlprosek wrote: Lords of Madness is the main source for 3.5 Mind flayer information but if I remember correctly it doesn't touch on space. NAUTILOID It is rumored that not all mind flayers live beneath the surface. Some tales speak of ships shaped like the shell of a nautilus that are capable of flying through the spaces between worlds. Most serious scholars discount these tales as pure fantasy, despite those who claim to have seen such ships first-hand. The illithids themselves know that the tales are true. The great ships are remnants of their glorious future, when their empire will span not just worlds but the entire universe (see The Whispering Shadow, page 70-71). The knowledge of how to build these stunning vessels is lost—or, more correctly, hasn’t been discovered yet. Until it is, the remaining ships ply the great gulfs of the night skies cautiously, seeking evidence of lost mind-flayer colonies and hidden githyanki outposts.--Lords of Madness pg 69 They are time travelers stranded in the past, as they were from the far future.
Rylar wrote: Are they only going to progress in mythic levels? Or both levels and mythic? Both. Rylar wrote: The setting sounds like a lot of fun. Demons and Devils running amok. I would assume the artifacts will somehow close down the gates that are allowing these outsiders to come through and probably sucking some of the weaker ones back to where they came from. Not sure how yet, but yeah. Rylar wrote: I love the idea of champions from all across the land. It will need some coordination from the players. I'd probably use the gods instead of sages/seers. Get one champion from each of the chosen gods to go on this quest. This is a definite possibility.
I've been wanting to run a mythic/Gestalt campaign set in Golarion for a while now. I want it to take place during the Apocalypse. Basically, the end of the world starts happening and the wisest sages and seers discover a way to stop it from progressing any further. They gather some of the most powerful heroes from across Golarion and explain what must be done. The heroes must go to Hell, Abaddon, and the Abyss; seeking several greater artifacts of great power. Once all three are obtained, they must seek out three places of power to charge these artifacts with energy. Then they must return to Golarion and use/destroy the artifacts in such a way as to stop the Apocalypse. I dont have all the details worked out yet, but I wont be running it until December, so I have plenty of time to plan this out. Bestiary 6 and the Book of the Damned will be wonderful for planning, but they are not out just yet. Anyways, I wanted to pick the Hivemind's brain and discuss how to do this the best way. As far as characters go, I'm gonna let them roll up 10th level Gestalt characters, before slowly granting mythic ranks as they progress and overcome the horrors that await them.
I just think it needs errata or something to make it functional. My version:
Attempt a Loyalty check. If you succeed, Unrest increases by 1, but the hex becomes a part of your kingdom and provides the normal benefits. If you fail, Productivity, Society, and Stability decrease by 1, while Unrest increases by 1d4. In addition, this hex is treated as not being a part of your kingdom, so you gain no benefits from it. You may choose to claim this hex during the edict phase on any following turn, so long as you currently control an adjacent hex. Doing so removes this event’s changes to Productivity, Society, and Stability.
Kingdom Building Question: "Land Rush:
Can someone explain to me how and why Land Rush is on the Beneficial Kingdom Events table? How is this even beneficial? From my understanding of this, it provides you no benefit, is not a part of your kingdom, and the unrest doesn't go away on its own. As written, it appears to be a burden with no benefit.
QuidEst wrote:
a general absence of life, micro or macro.
http://i.imgur.com/06aYOIQ.jpg So several months ago I stumbled across the fact that foreign AP protector jackets were made, but were largely unavailable to us in the states unless we were willing to pay a king's fortune to get them. Is it possible for paizo to remake them for those of us who have bought the APs, but are unable to obtain the hardcover compilation books for the APs? From my postings on fb groups and on KnowDirection videos, people seem to go completely crazy for them.
i personally would like the Operative to have an ability to trade off their iterative attacks for a higher BAB to make a sort of Vital Strike, combining all the damage from a bunch of attacks into one single attack. Perhaps a later ability to get multiple rerolls to hit the mark on that single powerful attack. Extra accuracy and a butt load of damage when they hit, without sneak attack's silly requirements.
If they work for you all at Paizo, you're all welcome to publish these. I use these in my pathfinder games and my players love them. They work quite well and I havent had any real problems with them so far. Reflex Sight:
Sniper Scope:
Id recommend keeping every skill, since none of them needs to be removed for such a Science Fantasy game. The Pilot skill should be added, since while Ride is still fine to keep, it doesn't quite cover the same skills required for piloting a ship. Add in a few knowledge skills, such as: Planetology (strange worlds and terraforming), Technology (tech related things), and Exobiology (Alien life) and you got your basics covered. Disable device can cover computer use, hacking, and lock picking.
I think the polyps would increase the shell body's diameter by one inch per year,starting from medium size. Once they approach large size, theyd enter into their final life stage. Perhaps they could have a cultural taboo of individuals carving off chunks or layers of coral to artificially prolong their second stage? It would be an interesting parallel with a human's drive to look young for as long as possible and to prolong death.
i dont know the state of psionics in starfinder, but I initially wanted them to be somewhat psionic. The sea polyps join together for safety in numbers, eventually becoming one through a psychic bond. Together, they become a sentient creature. I figured that they would have several thin tentacles that slither out of their coral shell to work sort of like hands. They would require lots of water for their first and last life stages, so Id definitely see them orbiting water worlds in their coral rings, both seeking resources and a place to breed. They strike me as something reminiscent of snails or other shelled sea creatures. Perhaps a defensive curl ability to retreat into the coral?
I had played around with the idea with creating several new races for Warhammer 40k's spaceship vs. spaceship game: Battlefleet Gothic a few years back, but with its falling interest and lack of players in my area, the idea got quickly abandoned. Instead, I was wondering if anything here is of merit, at least enough to adapt it into something for starfinder. I dont have names for either race yet, but I wanted to get the ideas posted and maybe get the creative juices flowing again. ------- Coral Race Physical Description:
Society:
Relations: Alignment and Religion: Adventurers: Warfare: Weaponry: Sample Introduction:
As you cautiously pilot your ship closer this ring, your sensors begin picking up movement. Tiny coral ships of all varieties move within the center of the ring. From your angle, the entire thing reminds you of a Coral Atoll, complete with fish swimming in its lagoon. You set your ship’s destination to thickest side of the Coral Atoll, sending messages translated into their strange language. The response comes quick, assigning you a docking station within one of the coral spires. You breathe a sigh of relief. You’re finally here. ------- Plant Race A race of sapient plant beings who harness solar energy to spread bliss… and sometimes war Physical Description:
Their most striking feature is their ‘hair’, if they choose to have it. They have the ability to grow in just a few short weeks a nearly endless variety of plants, vines, or fungi on their heads. At any time they have the ability to remove this growth by cutting out the nutrients they provide to it or change it to another type entirely by weeding it out. Their ability to do this is considered an art form, and typically reflects a lot about their personality, overall health, and style. They tend to be quite thin and small, generally only standing about a meter in height and typically weight around forty pounds. They are not very strong, but try make up for it with enthusiasm and skill. They have brains centralized in their heads, like most races do. Theirs are predominantly located in their chest, but it also spreads throughout their body. Their hands are very delicate, each having five fingers and a thumb. Society:
They require shelter, food, and water for basic survival, much like any other race. They also require sunlight as a sort of nutritional supplement. If they don’t obtain this, certain sicknesses and disease can take root in their bodies and minds. They are sensitive to certain toxins, and tend to not do well on certain worlds with strange contaminants. They get sluggish and jovial when in strong sunlight or during other strong solar events. Their celebrations around such events are quite hedonistic. Relations:
Alignment and Religion:
They are not overtly religious, but they do have some practices and rituals, usually based around the cycles of nature, change, and the cycle of birth, life, and death. To them all life is precious, merely borrowed time and energy, which must return to the cycle of nature when the time comes. Adventurers:
Warfare: Weaponry: Sample Introduction:
I find that almost nothing in the Tech guide would be useful. The prices are all overpriced.
I hope they start from the ground up and try to cover more bases.
MMCJawa wrote: assuming that race stat design is not significantly altered (and i don't think it will be), I don't really think elves are all that important. I would rather see new races or races that are bare bones get more love. Trox, Ghoran, and Astomoi. Just to name a few races that could use some fleshing out. Heck, even Reptoids could use some love.
IonutRO wrote:
Why not do something original, rather than just reskinning it? That is so lazy and unoriginal in my opinion.Plus the designers already want to avoid the 'fantasy races in space' cliche as much as possible. You'll probably still find them out there, but they will not be main races.
platinum, gold, silver, and copper will hold their value for a long time, because of their perceived value, plus their usefulness in construction and art. Rare gems and minerals might also hold wealth for the same reasons. digital currency would only work if they are in heavily trafficked regions prone to a lot of travel/commerce. Primitive worlds might still use a barter system. Stock up on blue beads and pretty jewelry.
Charrend wrote:
Did you not read the whole OP? I literally name dropped Event Horizon, lol. It was the EXACT source of inspiration. :P
Kosmonaut Ivan Rûski wrote: Anyone else hoping for grappler ships, like in Outlaw Star? we should absolutely incorporate grapple rules, since the cosmic horrors out there are so much bigger. Small size should be the standard for any common ship on a 1 inch grid. Frigates and captital size ships could be medium. That leaves 4 size categories larger than the biggest ships for the use of monsters and the like. |