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Okay, love that setting, and I've gotten pretty much everything they've produced in that line so far, and... ...I'm now waiting for more. I assumed "Pantheon: Gods of War" was going to lead to more products featuring the other deities of KoL, such as the rest of the Twelve, the Fallen, the Primordials, maybe even supplemental materials on Archdevils and Demon Lords. But nothing so far. I'm hoping there's more in the works. ![]()
Has anyone tried creating new Inevitables? They're among my favorites of the "Extraplanar embodiments of a Concept", but I find their limited variety stifling, and it's a damn shame they're so neglected when compared to Fiends of various types. Has anyone else worked on creating new types of Inevitables? I was considering creating a variety that regulates the weather by taking the Thunderbird and modifying it into an Extraplanar Construct. ![]()
xorial wrote: A good idea would be to combine this with the historical information from the XCrawl RPG. Well, that's what I ended up doing, using the 12 Gods as the core of my XCrawl campaign's Cosmology. ![]()
TheDisgaean wrote:
Don't be, I'm pretty sure this was exactly the intention with this product. ![]()
EltonJ wrote:
Rite Publishing's "The Secrets of Adventuring" already has a Wandslinger Archetype, if you want to save yourself some work. ![]()
I've known about Monte Cook's World of Darkness for years now, but never really bought it until I saw the PDF on sale yesterday at drivethru.rpg. So I bought it and got it. I have to say, I do love the basic concept, although kinda iffy on some of the rules and systems used. Like limiting the Lycanthropes to "Just Werewolves unless you take this specific Power that lets you change your Hybrid form into some other Species," which is kinda lame. Although now I'm curious about the notion of a Pathfinder Modern game set in this world of unleashed horrors in a near post-apocalyptic world. I've got Races of Blood and Races of the Mood, so Dhampirs and Skinwalkers could be used to represent "Rogue" Vampires and Werewolves, with Tieflings for Rogue Demons. Use Bloodragers and Sorcerors with those races to represent "racial abilities", even. There's a guy on tumblr called "That Boomer Kid" who routinely posts awesome ideas for Modern-Dark Pathfinder builds and houserules that would also work great in such a setting. I'm thinking an alternate take on the original setting concept, where instead of a single Intrusion Point, there are several across the globe. One in Japan, one in Central Europe, one in Africa, etc, right alongside the North-American one. Thus, the horrors of the Iconnu are a global threat, which is a great justification for busting Japanese Yokai or fighting horrific Boogiemen in German Forests. I'd also consider adding the Fair Folk as another kind of supernatural creature; specifically the darker twist on them. Although playable Half-Elf "Changelings" could be an interesting option for Characters. ![]()
Okay, I've settled on my Campaign revolving around the Party being in a race to stop a Villain from acquiring a set of Magical Armor and weapon that would give the villain great power, and the authority to claim rulership of a struggling Empire. The Artifacts I was considering are: The Emperor's Crown (Helmet)
I'm considering replacing the Gauntlets with a Ring. Now, the question I'm wondering is what kind of magical enhancements to give those items, and whether or not to make them Intelligent. I intend to have the items jump hands during the campaign; sometimes in the villain's hands, sometimes in the heroes' hands, sometimes in the hands of a third party. The end goal for the armor set is to make the wearer a powerful, charismatic, nearly unkillable warrior king. I'm also considering at least one of the Items would be Intelligent, seeking to restore the Empire, and not caring what it has to do to accomplish this goal. Any advice, everyone? ![]()
Okay, now that I have the Furry building more or less settled, second phase is worldbuilding. After careful deliberation (and hearing some of my players show interest in a "Pirates of Dark Water" inspired sailing campaign), I've decided on two steps. One, I'm going to be using the City of Freeport as a home base. Two, I'm putting it, and the Island it's located, on a Fantasy version of Earth. I'm kinda lazy, so it'll be easier to just take a semi-familiar world and "Fantasize" it. And it means I don't have to wonder what to put in place of an Elven Kingdom or anything. I had considered putting it near the New World, but I'm thinking the Old World will be more interesting for the Party, with more dungeons and intrigue. I got myself a copy of the "Dangerous Journeys: The Epic of Aerth" for a good Alternate Earth map with interesting visuals: http://1.bp.blogspot.com/-CyO1DbJgC5U/UaCJzoy70GI/AAAAAAAABdE/O705eQa02BU/s 1600/Aerth1.png That, or the world of Kingdom of Legend, which has the advantage of already being fleshed out for Pathfinder rules: http://static4.paizo.com/image/product/catalog/IPG/IPG0100E_500.jpeg I've recently found out about a setting book called "Chronica: Age of Exploration" that's set in another alternate Fantasy Earth, but the Kickstarter for THAT won't even begin until April 5th. As I don't want to deal with real-world religious issues, the other main difference between this world and ours (beside the Furries) is that Monotheism never became a thing. The Jewish tribes were assimilated into Egypt, Jesus Christ never happened, and Muhammed never gave up his life as a merchant. The Central Roman Pantheon (aka the Church of Dii Consentes) pretty much replaces Christianity as the Major Unifying Force of Europe, while Zoroastrianism is the major faith in the Middle-East. ![]()
Well, from what we've discussed, something with some clock/dungeonpunk elements. I've already got an old homebrew worldmap with some nations written on, that I can recycle. I've not yet considered a campaign story, beyond a vague idea for an Indiana-Jones style Artifact Hunt, and/or fighting a rising Tide of Darkness. ![]()
Hey, some online friends and I have discussed starting a new Pathfinder Campaign, with me acting as GM. The catch is, instead of using standard races for the most part, we'd be running it as an "All-Anthropomorphic Animals" Setting. Somewhat like Ironclaw, but in an original setting, and with Pathfinder rules. Now, the first concern I have is obvious: building furries in Pathfinder. I actually have a number of options already available, thankfully. There are already a few available furry races, both from Paizo and 3rd Parties. Plus, I have both the ARG's Race Builder, the 3rd party Fursona furry building system, and the many Animal Races sourcebooks from Eric Morton Presents. I have the Manimal Template from Advanced Bestiary so I can just take any animal and make them humanoid. And finally, I can reskin existing races. I've figured I can take the Merfolk race and reskin them as Seals, giving them the Strongtail alt trait so they can walk more easily on land. And for odd throw-away NPCs, like a Brigand, a Barmaid or a Temple Acolyte, I might just treat them as fuzzy humans. Again, I don't plan on using the standard Fantasy races, but instead I'd use some stand-ins. Unicorns in the forest easily replace Elves, I can use Spider-Anthros in place of Drow, "Wild" Predators (as in Predator races who see nothing wrong in eating Anthros) in place of Orcs and Goblins, etc. I do have plans for Dragons that involve giving them all the ability to assume a humanoid "dragon-man" form. I've seen Feats and Spells for that in Eberron. For the Non-Anthropomorphic Wildlife, I plan on using a combination of Dinosaurs, Giant Vermin, and Hybrid creatures as from the Avatar series (stuff like Iguana Chicken or Badgermoles). I can reskin a lot there, and occasionally use another Advanced Bestiary Template, the Amalgamate template, to splice together more elaborate hybrids. Then again, even the world of Avatar had the occasional non-hybrid animal, so we'll see there. After all, Apes do co-exist with Humans here. Now, with all that in mind, I'm still open to suggestions and ideas for such a setting. ![]()
Okay, decided to resurrect this thread because I've been doing my own thinking about XCrawl games on Golarion. I wouldn't alter the setting too greatly, beyond upgrading the world's tech level to Dieselpunkish levels (thanks in part to reverse-engineered Numerian tech), I would keep the nations of Golarion mostly the same. I'd probably go with a (mostly) Death Proof variation for more "Good" nations like Kiyonin and Andoran, while Cheliax and Taldor like their XCrawl games good and bloody. The XCrawl world league would be based out of Absalom, of course. ![]()
Barong wrote:
You're entitled to your opinion, but I think making Demons "potentially good" is kinda missing the point. My interpretation is that whenever Fiends turn Good, they just stop being Fiends, and transform into a Celestial. Just like conversely, fallen Celestials become Fiends. Now, as for my personal preferences, I keep Orcs as an independent culture that's primarily Evil-ish, mostly because they incarnate some of the ugliest traits of "Proud Warrior Race" cultures: eugenic selection of the weak and difformed, an oppressive caste system, institutionalized slavery, and so on. But the Evil isn't Genetic, it's Cultural. Orcs are perfectly capable of choosing between Good and Evil, they just have a skewed perception due to their upbringing. They wouldn't necessarily be Evil, but they'd be very warrior-focused. Same with Drow, but that's mostly because I really like the "Black Leather S&M Spider-Worshippers" stereotypes. But my opinion on that is that they're essentially under the influence of dark occult powers, so they're as much victims as enablers of this Corruption. And I just want to unify the Goblinoid races under one "Goblin" umbrella, and basically make them Golarion's equivalent to the Darkspawn. Creations of Rovagug, they exist solely for the purpose of killing and destroying anything that's not a Goblinoid. In short, I keep Drow the same, make the Orcs into Warcraft style Orcs, and the Goblins into Tolkien-style Orcs. ![]()
Yeah, the limited supplies available on the Island would force them to open trade with Avistan and Garund as soon as possible. Again, I see Andoran as being the first true trading partner for the Island, due to shared ideologies of Liberty and Equality. Although the Aspis Consortium would be quick to make business offers. ![]()
Okay, here's a concept for a somewhat different Fantasy Campaign. In the S.M. Stirling series of novels "Island in the Sea of Time", the entire Island of Nantucket is set back to the Late Bronze Age, along with a Coast Guard training vessel. And once there, they inevitably become involved in the politics of the world. In the Eric Flint novel "1632", a small West Virginia mining town is somehow transported back in time ~ land, people and resources and all ~ to central Germany in the middle of the Thirty Years' War. And once there, they inevitably become involved in the politics of the world. This lead me to consider a similar concept for a Golarion-based campaign. Let's assume a sizeable Island off the North-American coast (or maybe the coast of Europe), big enough to have some farmlands, a single city with a port, an airport and maybe a National Guard base (maybe combined with a Navel base) somehow ends up teleported to Golarion, perhaps somewhere in the Steaming Sea? Clearly, they would instantly draw the attention of the Powers of the Inner Sea and the Pathfinder Society. Andoran would see kindred spirits in these people from a Democratic society, while Cheliax and Taldor would both seek to acquire technology from this Island for their own purposes. And then there's the matter of the people of this Island discovering that Magic exists, and some of them can learn to use it. And the religious beliefs of the Islanders might suffer a real shock when they see that this world has real, active deities. Such a Campaign would heavily use the rulesets of Game Room Creation's Modern Path and/or Super Genius Games' Anachronistic Adventures. Here are some Adventure Seeds I was considering:
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BV210 wrote:
Except for Sorcerors, who are well-regarded for their Draconic bloodline. ![]()
I'm digging this thread, and I agree with the idea that Nyambe's replacement classes should be treated as Archetypes rather then wholly new Classes. That being said, was never a fan of the Mchawi (Always Evil Arcanist who steals power from the Overpower) concept. But that's mostly because I think there should be a less "Evil NPC Only" archetype alternative for Nyambe would-be Wizards. I did like the exploration of the concept of the Magician as seen in the movie Yeelen (which I know from Brows Held High), where the Magician is mostly portrayed as a Artisan, mostly because the Bambara people are Animists who believe that inanimate objects have a dormant force that can be harnessed and unleashed by learned Artisans. In Game Terms, this would mean a Wizard who doesn't use a written spellbook, but needs a unique focus for every spell. ![]()
Yeah, I have the print version of the Book of the Righteous myself, and I've often considered combining it with Inner Sea Gods. Actually, from the description I've seen of the Rite Publishing pdfs "The Secrets of the Divine", they seem to have Pathfinder conversions of the Great Church and some of the Deities from BotR, only without the original names. But that's digressing from the topic... ![]()
Okay, it's an idea I didn't like in 2nd edition, and really didn't like seeing it getting brought back in Pathfinder; the name "Antipaladin" for the moral opposite of the Paladin. I like the concept of the "Evil Counterpart" to the Paladin, I just think Antipaladin is a dumb name. I just can't help but remember that Nodwick comic where the Paladin and Antipaladin collided and exploded. Especially since there are such much better options for names. Black Knights, Dark Knights, Blackguards, Fallen Paladins, Oathbreakers, or even just Dark Paladins. Frankly, ANYTHING sounds better to me then Antipaladin. Am I the only one who thinks that way, or am I just weird? ![]()
Okay, got the Softcover from the Kickstarter Rewards (you're welcome), and there's something I was wondering... ...One should be able to use these rules to create something like Supers, right? I'm thinking you could make a Flying Brick using the Spheres Enhancement (Personal Magic) for Super-strength, Telekinesis for Flight (and perhaps augmenting the Strength when lifting things), Protection (Protected Soul) for Invulnerability, Divination for Super-Senses... Maybe using the Mageknight as the Class for "Supers" type characters. ![]()
Well, it's an interesting concept, although I don't have much in the way of constructive criticism. I would suggest having a number of powerful, wealthy guests and entourage serve as "factions" within the Hotel; a rich, powerful merchant prince, a celebrity Bard, a deposed Noble, etc. Perhaps have the Hotel's functions revolve around a MacGuffin of great power, like a magical food generator, that all of the factions want to acquire. And the Master of the Hotel is playing all factions against each other to keep them from tracking down the MacGuffin artifact. Alternatively, the MacGuffin could be powered by Fiendish magic, and routinely require a blood sacrifice to keep working. And maybe the Hotel's kitchen offers "Long Pork" to its wealthiest clients? Are you familiar with the "Murder Castle" of H.H. Holmes?
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