I would love to see a Players Guide to Numeria: Nuff said.
Time Travelers Handbook : A guide to time traveling in Pathfinder. Rules for traveling to the past and future of the Inner Sea. Include some alternate timelines, and stampunk tech rules.
Templates of Golarion: Because who doesn't love Dire, Man Eating, Advanced, Half-Dragon, Chickens.
A big book of random table for character generation. I loved the tables from Koblods of Golarion.
You sir it would appear have not seen my you tube channel yet. You are not alone. ;)
That is EXACTLY why I rated those 2 setting the way I did!
The 8th Dwarf wrote:
Yes they were, they also carried rifles in to battle. They were some of the few folks that the Czars let own personal firearms and many carried black power muskets. The swords were mostly for parade and terrorizing the local population. They operated as skirmishers, Dragoons (Mounted Infantry), border guards, shock troops, and terror weapons.
By the way allot of my family fought in WWI for Russia, Austria, and Germany. Including my great Grandfather who according to family legend brought his elephant gun, and hunting dogs in to battle. I find the era fascinating.
The 8th Dwarf wrote:
Sorry to but in BUT! Radios were the one thing the Imperial Russian Army had in overabundance and use of telephones and runners were frowned on as a waste of time. However the Russians used illiterate peasants as radio operators (it was a job most officers saw as below there station) and the messages were sent unencoded or "in the clear". This meant that the Germans could hear orders in real time and react. The best example of this was the Battle of Tannenberg in 1914.
"Call reinforcements and artillery they are killing every one!..."
"Who? Who is killing every one the Germans?"
"No there are only four of them and they have powers, there not human we can't stop them tell my wife I love h......."
"General Tolski! Are you there? Are you there? Ivan come in! come in!"
"Who are you?"
"My name is Lem and sorry about your men there was a big misunderstanding.."
Dear Owen K. C. Stephens,
I have a few questions. Please forgive me if they have been asked before.
1. Will you be using archetypes?
2. Will we be seeing new and more modern skills?
3. Will the PSI system be a new one or one like the 3.5 one?
4. Will the gun rules look more like the ones in UC or Anachronistic Adventures?
5. Will I be able to play a mutant turtle?
Thanks in advance I look forward to this.
OMG! That rocks good sir!
Of course with the running joke here in Denver about the VC reminding most of the lodge like the NPC in question.....
Seriously this is something I can really get behind as is makes it feel like a very large home game and not just a bunch of somewhat related modules that don't mean any thing.
Don Walker wrote:
+5 sir well played...Flumphs for the win!!!!!
There needs to be adventure with Flumphs.
A module with Flumphs and Dinosaurs. One with orcs riding dinosaurs....
It should be done!
Honestly this is why I scare my VC among others. ;p
My quick vote.
1.) Dragons - More
2) Goblins - Less (Unless there gunslingers)
3) Orcs - More
4) Drow - Lame
5) Dinosaurs - We need a lost world adventure with LOTS of dinos, and/or a dinos loose in big city mod.
6) Undead - Less
7) Swarms - Unless it's an swarm based mod NO MORE SWARMS!
8) Outsiders - About the same.
9) Humanoid NPCs - Have us face some new organizations like the Church of Razamir or the Grey Gardeners.
Suggestion - Themed mods using the monsters from the Classic Monster Series.
I am kicking around an idea of having my Shattered Star game happen AT THE SAME TIME as the first 3 APs and tying them in together.
The group of Gray Maidens In the Curse of the lady's light are not in exile they are the advanced vanguard of an invading army.
Ideas comments suggestions?
You beat me to it.
Well played sir, well played.
Made of Win sir made of Win.
I call BA. I pity the fools. Now to get a Mohawk. :)
the Haunted Jester wrote:
Remember Female Gelflings have wings. :)
One of my favorites from 2ed that never got a fair shake in 3rd (other than Dragon Magazine)
The Tortle are Turtle folk they appear in the Red Steel Champaign setting.
From the description "This definitive sourcebook for the Pathfinder Roleplaying Game provides tons of new character options for all seven “core” player character races, from archetypes that allow elf characters to explore their connection to nature and magic to feats and spells that let a dwarf character carry on the legacy of his multi-generational clan or a gnome explore her connection to the First World or delve deep into her weird obsessions."
Sounds like there is going to be plenty for PFS here. The race building part is about 28 pages long in the play-test form. If the ARG is as long as Ultimate Combat then we are looking at a 256 page book. So there is allot of space for some good stuff the PFS. Also no one is saying the book is required.
BTW the book is $39.95 not $60. :)