Search Posts
How would you refer/call/address an hermaphrodite in a setting where they aren’t necessarily tied to a male or female role/norm, in a society where they are frequent enough to warrant their own appellation. Or to help with hermaphrodite/intersex people irl. - Male = Female = ?*
And various titles (King/Queen, Prince/Princess, Emperor/Empress, Etc.). * Seriously Hermaphrodite is a mouthful. Note: this isn't meant to be derogatory or negative, just a genuine question.
1) Is young characters like the Young template (one size smaller, CR-1), or is it something different? 2) Shouldn't Aristocrat be in the same age as Adept and Warrior (it has the same proficiencies as the Warrior and the second biggest skills list after the Bard)? 3) Why less traits? It could be less skill/save/etc boosting/giving ones... 4) what would be the starting wealth of PCs with NPC classes? 5) will young characters be an option in PFS for those who want it?
I mean in the World-in-the-skies / sky-is-an-ocean / skyworld type of thing with floating landmasses and airships. It shouldn't be very hard if one leave the technobable out. Ok, better rules for airships and airship/sky combats. Classes: some adjustment and additions to skills, class skills list (and maybe skill point mod)… Casters would probably need some work too. PS(1): Moon stuff is optional. Some links PS(2): I know Eberron has some of this, but I don't really know the setting.
I'm trying to come up with classes to be used as Noble and/or "generic Adventurer"; I though of the basic (they already feel a bit over-powered), but I can't think of any class features/abilities to give them. (nor can I think about names) The (X):
The (X) Alignment: Any. Hit Die: d8. Class Skills The (X) can choose any 22 skills + Craft (Int), Perform (Cha) and Profession (Wis) to be class skills. Skill Ranks per Level: 8 + Int modifier. Table: (X)
Class Features
Weapon and Armor Proficiency: A (X) is proficient with all simple weapons, all martial weapons and an exotic weapon of her chosing and with light armor, medium armor, and shields (except tower shields).
The (W): The (W) Alignment: Any. Hit Die: d10. Class Skills The (W) can choose any 20 skills + Craft (Int), Perform (Cha) and Profession (Wis) to be class skills. Skill Ranks per Level: 6 + Int modifier. Table: (W)
Class Features
Weapon and Armor Proficiency: The (w) is proficient in the use of all simple weapons, all martial weapons and an exotic weapon of his chosing and with all types of armor and shields.
I once wanted to write a novel, I wrote a prologue and posted it somewhere, I have been told to either learn proper English or stay away from writing... Here is that Prologue:
- Prologue Once upon a Time in the World of Ssyba, the different nations and their inhabitants were constantly warring for various reasons ranging from usual ones, like the resources needed and coveted by everyone, to the frivolous like having looked at a crack in one wall the wrong way. Then one day, the mighty Emperor Tansa of Onrefni managed what seemed impossible, a World spanning truce, the nations and their survivors agreed to cease their hostilities for as long as Emperor Tansa lived. Decades passed untill that fateful day arived, the 13th day of the 7th month of year 100 AT, Emperor Tansa died at the honorable age of 111, 1 month, 1 week, 1 day, 1 hour, 1 minute and 1 second. Soon after, the Unholy nation of Lleh declared war on the Holy nation of Nevaeh, because, you know, they are opposites; the Terra continent declared war on the seafaring nation of Aqua because they are stealing the beach sand; the air nation of Aera declared war on the rest of Ssyba for soiling their precious air; Tom killed Bob for putting a finger on his sister Lolita; etc… On "Year's End" of 100 AT, the World had already been plunged back into the Chaos, Hell started to break loose…
======== So, any critics? Bashing? Questions? Anything else?
I'm trying to come up with a Fey race usable as PC, I don't have much experience nor knowledge in this. So far I have: land bound:
Mixie (pending a better name) Mixies are Fey that fled their original world in small, successive waves, they mostly hid for centuries, but have recently started to show up, having partly accustomed themselves to this strange world Physical Description: Mixies' appearance range from looking like Elve/Half-Elves children to looking like Halflings, with wild bright colored hair, bright shinny eyes and skin colors that would fit plants more. Society: Mixies are matriarcal by nature, their large groups tend to be well structured, those who leave the groups tend to fend off for themselves and are more free-spirited. Relations: Mixies get along well with Gnomes, for their origins, and with Elves, for their respect of nature, they appraciate the presence of Halflings, are curious and a bit fearful about Humans and have mixed feelings for Dwarves and Orcs. Alignment and Religion: Mixies are usually Neutral or Good, those who live in groups tend to be Neutral or Lawful, those who strike on their own tend to be Neutral or Chaotic. Mixies worship Nature itself and sometimes the god(dess)s who represent it. Adventurers: Mixies who left their groups are a bit mischivious and aventurous, there love of Nature make them favor Druid and Ranger. Mixie Racial Traits +2 to One Ability Score: Mixie characters get a +2 bonus to either Dexterity, Intelligence, Wisdom or Charisma at creation to represent their somewhat varied nature. Small: Mixies are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Slow Speed: Mixies have a base land speed of 20 feet. Low-Light Vision: Mixies can see twice as far as humans in conditions of dim light. Bonus Skills: At character creation, a Mixie add three of the following skills as class Skills; Acrobatics, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Knowledge (geography), Knowledge (local), Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Survival, Swim, Use Magic Device. Languages: Mixies begin play speaking Common and Sylvan. Mixies with high Intelligence scores can choose from the following: Draconic, Elven, Giant, Gnome, Goblin, and Orc.
My first real try, still rough... then: with limited flight:
Mixie (still pending a better name) Mixies are Fey that fled their original world in small, successive waves, they mostly hid for centuries, but have recently started to show up, having partly accustomed themselves to this strange world Physical Description: Mixies' appearance range from looking like Elve/Half-Elves children to looking like Halflings, with wild bright colored hair, bright shinny eyes and skin colors that would fit plants more, they have (x) type of wings. Society: Mixies are matriarcal by nature, their large groups tend to be well structured, those who leave the groups tend to fend off for themselves and are more free-spirited. Relations: Mixies get along well with Gnomes, for their origins, and with Elves, for their respect of nature, they appraciate the presence of Halflings, are curious and a bit fearful about Humans and have mixed feelings for Dwarves and Orcs. Alignment and Religion: Mixies are usually Neutral or Good, those who live in groups tend to be Neutral or Lawful, those who strike on their own tend to be Neutral or Chaotic. Mixies worship Nature itself and sometimes the god(dess)s who represent it. Adventurers: Mixies who left their groups are a bit mischivious and aventurous, there love of Nature make them favor Druid and Ranger. Mixie Racial Traits +2 to One Ability Score: Mixie characters get a +2 bonus to either Dexterity, Intelligence, Wisdom or Charisma at creation to represent their somewhat varied nature. Small: Mixies are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, a +4 size bonus on Stealth checks, and a +2 size bonus on Fly checks. Slow Speed: Mixies have a base land speed of 20 feet. Limited Flight: 3 times per day, if wearing light or no armor and when carrying no more than a light load, a Mixie can fly at a speed of 30 feet (average) for 2 minutes/level. Low-Light Vision: Mixies can see twice as far as humans in conditions of dim light. Bonus Skills: At character creation, a Mixie add Fly + three of the following skills as class Skills; Acrobatics, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Knowledge (geography), Knowledge (local), Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Survival, Swim, Use Magic Device. Languages: Mixies begin play speaking Common and Sylvan. Mixies with high Intelligence scores can choose from the following: Auran, Draconic, Elven, Giant, Gnome, Goblin, and Orc.
Still rough... after asking around, it became clear that flight at first level, even limited, was too much. and then: James Jacobs wrote:
so what do you think? should I ask somewhere else?
I think it is a bit broken. Click to see:
The Mixed (pending a better name) Alignment: Any. Hit Die: d10. Class Skills The mixed can choose any 15 skills to be class skills. Skill Ranks per Level: 6 + Int modifier. Level____BaB_______________Fort_____Ref______Will____Special
Class Features All of the following are class features of the mixed. Weapon and Armor Proficiency: A mixed is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields). Etc...
some advises?
I haven't played much RPG, but in the few games of D&D 3.5 I have been in, I liked the idea of "heavily customizable" classes; that's why I liked the idea of the generic classes in UA, my problem was that they are underpowered (mainly the expert) compared to most other base classes, UA even mention they shouldn't be played with the standard classes, I wanted to fix them but the DM didn't want to. Now I am ready to jump to Pathfinder and I would like to have classes that work like those, I would like if they were updated and upscaled to fit in Pathfinder(mainly the expert, but it could be divided in two classes). Can someone please help me, I would try it myself but since I'm a bit of a munchkin, it would probably be overpowered. They are OGL by the way:
Thanks in advance.
About Professor MayhemRank: Novice EXP: 0
Belief: "These aliens scum were useful, but they have out stayed their welcome and are going pay for interfering. I have a world that needs a new conqueror." Instincts: "Trust, TRUST? That is laughable. I wouldn't even trust myself, why would I trust you?" Background:
The villain called Professor Mayhem, his real name lost to history, once delved into the unknown and mastered the primordial forces of the universe. The first recorded whereabouts of the mighty sorcerer now known as Professor Mayhem is from ca. 2500 BC, at which time he appeared at the height of his power in the legendary Sumerian empire ruled by the mystical King Gilgamesh. He had already achieved immortality and had nearly conquered the Uruk because no matter how many times Gilgamesh defeated him the Sorcerer would return. It took the combined power of the Seven Sages to banish the Sorcerer to another dimension after Gilgamesh defeated him for the last time. In the mid-1930s, a madman and aspiring magician named Karl Freder stumbled upon the dimension while researching the occult for Nazi Germany. He managed to open a portal to it but upon his release, the sorcerer destroyed Freder's soul and entered his body. However, though alive on Earth once more, the sorcerer found his powers drastically reduced. He became obsessed with restoring his mystical might and sought out an alliance with the Axis powers in exchange for access to their occult research. Once again he gained a frightening amount of power in a short period time and become one of the Axis most powerful assets. It seemed that victory belonged to the Axis and he began to plot to overthrow his 'Masters' to take the power for himself. Then the American heroes joined the Allied forces and the fight began to turn against them. Once again the Sorcerer found himself in battle with the descendants of the Seven Sages. The Sorcerer out-classed several of them in mystical might, but together the group was able to bind his spirit to an object. While he could manifest his physical appearance the Sorcerer was rendered useless, but his magical knowledge was invaluable to the organization. The Sorcerer worked tirelessly to turn the sages against each other until he found a kindred spirit in one of them. She was not unlike him when he took the first steps on his path to power, and she came under his tutelage. He manipulated her into a war against the other Sages until none of them or their descendants remained, except for his only apprentice. She had become the key to his imprisonment, and she had been truly corrupted. She had become the Master in the moment that she killed the last Sage. He could do nothing but silently rage for the next half of a century for he had not taught her his final secret: immortality. The power he had taught her devastated her body over the years and early in the 21st century the last Sage passed on. In a explosion of magical energy the Sorcerer was released upon the world once again. Once again he found himself weakened beyond comprehension, and he suspected the Sages were to blame. He once again went about restoring his mystical might, and observing the world. He became Professor Mayhem during his rise to power once again, but it was cut short by the arrival of the V'Sori. He finds himself a captive once again!
|