Disenchanter

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Organized Play Member. 117 posts. No reviews. No lists. No wishlists. 1 alias.



Liberty's Edge

Exactly what it sounds like. If you were going to make an "Iconic" party of reformed/trying-to-reform monster races for Golarion, how would you make it? Here's my idea for one:

-A Hobgoblin Paladin with a backstory roughly based on the Christian Saint Christopher, and the least Lawful Stupid Paladin in existence.

-A Neutral Goblin Inquisitor of the same faith as said Hobgoblin, and who the Hobgoblin was assigned to keep a close eye on, as while he tries his hardest to be good, sometimes he slips up in the typical Goblin manner.

-A Tiefling Alchemist/Celestial-Blooded Sorcerer descended from Daemons, with a skinny buglike right leg and left arm to show her Dhergodaemon heritage. Said celestial-blooded-ness would be said to have been granted via alchemical self-experimentation, and she uses her Cognatogen to maximize the effectiveness of said Sorcerous abilities. She is very no-nonsense and gruff, but also has lots and lots of body-image issues thanks to her Tiefling-ness.

-A Peri-kin Aasimar Bard with severe fire-related deformities (A massive scar over his right eye and a burned away chunk of his lips that results in his teeth being constantly exposed), who's still likable enough to have the high required Charisma score. Everyone thinks he's a Tiefling due to his appearance, including himself, and the actual Tiefling in the party has sort of a crush on him.

-A Strix Oracle who got her abilities as the result of experimentation on her by her Syrinx superiors, and was then thrown out as a "Failed" experiment.

I'll stat 'em up if you want. So, what'd your idea for an "Iconic" monster-based party be?

Liberty's Edge

Well, the title is self-explanatory as anything. I fancy myself a writer, and I'd like to see what the Paizo forums think of my stuff.

First is a novel I have in very slow progress, set in a weird world that's best described as a sort of cross between Dr. McNinja and D&D, a world like our own with lots and lots of weirdness added in, where Teddy Roosevelt is immortal, Dinosaurs roam the Western US, and D&D-type adventuring is a legitimate profession; with laws surrounding it and everything.

The story follows four adventurers, and is intended to be a relatively episodic narrative of six vague "parts" with lots of plot threads running between them. The parts I have up are most of the beginning and a small segment of the first "part". A bit more info on the setting can be found at the link. I can't post the story here because of how much space it'd take up.

The second story is a shorter, less ambitious project, titled "A Romantic Vignette in an Absurdly Spacious Sewer." The story is exactly what that title implies, and I'll post it in the next post since it doesn't seem too long to do so...

Liberty's Edge

I was wondering if any of you on these forums have integrated any elements of the 4e default setting into your Pathfinder homebrew world. Because, despite its divisive nature, 4e had a lot of great stuff in its default setting (Albeit, stuff that killed a lot of sacred cows and that may not be to everyone's taste), such as:

-The Dawn War between the Gods and the Primordials/Princes of Elemental Evil/Archomentals

-The backstory of the Abyss being created by Tharazidun and the Obyrith-planted shard of evil

-The World Axis cosmology with the Astral Sea and the Elemental Chaos

-The backstory to the Underdark, with the maimed god Torog stuck there with his eternal wounds.

-The elevation of Formorians to prominence as the main villains of the Feywild.

-The long-gone empires of Bael Turath, Arkhosia, and Nerath.

-The idea of the Primal Spirits as a third faction between both the Gods and Primordials

-The backstory of Psionics as the world's naturally-generated defense against aberrant horrors.

And so on. So, has anybody used those or any of the other elements of 4e's lore in their Pathfinder game?

Liberty's Edge

Exactly what it says on the tin: If somehow Paizo got the rights to use the WotC owned D&D races, such as Dragonborn, Warforged, Thri-Keen, Giff, Hadozee, Wilden/Killoren, Shifters, ect., where would you think they'd best fit in Golarion?

Of particular note is the Shardmind, one of the few truly new races in 4e, which I think would actually fit better in the partially-sci-fi setting of Golarion rather than the default Points of Light 4e setting.

They're basically the now-living conglomerations of psychic shards of a gate meant to keep The Far Realm (What Paizo based The Dark Tapestry off of basically) out, sabotaged by an unknown god (Likely Tharazidun, who made the Abyss and went crazy shortly thereafter), and now trying to find their purpose/reform the original gate. So, much more Sci-fi than fantasy, thus more at home in Golarion (Especially in Numeria, where they'd be right at home). But what do you think?

Liberty's Edge

Well, I decided to make a player race inspired by Dragon Quest's iconic Slimes. Currently I only have the base stats and backstory, but I plan to give them the full ARG treatment with Alternate Abilities, Feats, Race-Exclusive Spells and Magic Items, and Class-Variants.

I want to do some stuff with their backstory and giving them aspects of other oozes (As well as those Dragon Quest Slimes), but if you want to suggest how I should do those previously mentioned Feats, Abillites and such, give me your suggestions below, as well as how I could improve on/fix any problems with the fluff and crunch for the basic race.

But for now, here's the backstory and main stat block for The Squishies:

-------
Created by Agrellus Kisk in an attempt to expand on experiments chronicled in the notes of the great Archmage Nex as a power grab, the creation and use of the Squishies spread through Nex like wildfire due to a political kerfuffle that lead to their formula of creation being released, though their use has not caught on in most of the other countries (But Cheliax and Andoran both ahve their eyes on this new race, for very different reasons)

They look like small droplets of slime in varying colors, a semiamorphous membrane covering an acidic interior, with two big, adorable eyes and a small slit that serves as a mouth. They eat by dissolving food in their interiors and they drink water by submerging themselves in it. They are able to alter their internal chemistry by ingesting all sorts of alchemical substances and even bits of other oozes, though the latter is a long, meditative process that isn't as simple as "insert ooze bit here".

They are jovial, friendly, and eager to please hardy little fellows eagerly able to serve as assistants to the many mages of Nex. They have no legal rights, and for every master/creator who is good to them there is another who uses them as a guinea pig in their cruel experiments or who takes out their own frustrations on them. This is also why the Ghoran are eyeing them anxiously, considering whether or not they should try and convince them to join their fight for freedom.

Squishies

+2 Con, +2 Cha, -2 Wis (0 RP)- Squishies are hardy and cutely lovable, but also very naiive

This Race has a speed of 30 feet, as they are surprizingly fast little buggers when they get going

Oozekin (9RP) (Resist 5 Acid (1), Immune to Stunning; Paralysis and Poison; with a +2 to all saves against sleep effects and polymorph effects (4), Can squeeze into any space Tiny or larger in diameter with ease (3), Immune to directed-strikes (1), Has pseudopods that can be used approximately as well as humanoid hands (0))-
The Squiashies were created to both combine the versatility of a humanoid with the formlessness of an ooze. Thus they are immune to stunning, paralysis and poison with a +2 to all saves against sleep and polymorph effects, can squeeze through or into any space or container tiny or larger in diameter with ease and are immune to all attacks directed at specific parts of the body such as sneak attacks. But they also can extend pseudopods that function as well as human hands from their squishy bodies, so there is that.

Acid Body (3)- As said before, the Squishies are filled with a highly corrpsive acid, though it is safely contained in their semi-amorphous membrane. But they can release it out of various apetures in said membrane When making an unarmed attack to turn the damage from said attack into acid damage, and when grappling an opponent said opponent takes 1d6 acid damange per turn until the grapple is broken. They can also coat a weapon with their acid as a full-round action, and can damage objects equal to a thrown flask of acid by licking said objects for three consecutive rounds.

Naturally Cute (2)- They are naturally cute and know how to use said cuteness to their advantage, giving them a +2 to Bluff and Diplomacy checks

Wizardbred (1)- To make them more useful as mage's assistants they were created with the ability to use Detect Magic at-will.

AP (15)

Liberty's Edge

I was thinking of converting some creatures from the upcoming RPG Mortasheen (Think if somebody combined Pokemon and Warhammer 40k and filtered it through the sensibilities of Terry Prachett) to Pathfinder to send to the creator of the game to put up on its website.

But there are so many monsters in the 400+ bestiary, that I'm not sure which to chose from. So, I was wondering, would some of you consider taking a look at the Mortasheen Bestiary to see which creatures you'd most want to use in your Pathfinder games so that I know which ones would be a good idea to stat up first.

Oh, and also, to make this more of a conversion-y topic, I'd like a bit of critique on the Pathfinder stats I made for Mortasheen's mascot Chainsaw Kid. I'll put the link to its profile in the bestiary at the top of the entry so that you can know more about the creature without . Keep in mind that this is my first time statting up a Pathfinder creature, so don't be surprised if it's somewhat wonky:

-Chainsaw Kid- CR 7
XP 3200
CN Small MAgical Beast
Init +7 Senses: Low-light vision; Perception +4

AC= 21; Touch 8; Flat-Footed 14
HP= 68 (9d10 + 28 HD)
Reflex-12, Fortitude-6, Will-8

Speed 4o ft.
Melee: Sawface + 11 (7d8+3 plus bleed)
Special attacks: Bleed (2d6), Hit and Run, Vorpal Saw

Str-17 Con-14 Dex-24 Int-10 Wis-6 Cha- 16
Base Attack Bonus +7; CMB + 9 (+13 on Overrun); CMD +16
Feats: Lunge, Death From Above, Dodge, Disorienting Maneuver
Skills- Survival +4, Acrobatics +13
SQ: BLoodthirsty, Not the Cats!

-Hit and Run- This creature may make an attack at any point in the middle of a move action. All Attacks of Opportunity against it are at -5 when it uses this power.

-Semi-Vorpal Saw- If a critical hit when the Chainsaw Kid is using its sawface, one of the character's arms is severed. The arm may be re-attached using a heal spell if sufficiently well-preserved.

-Bloodthirsty- If one of the Chainsaw Kid's enemies is hit with Bleed Damage, the chainsaw kids must keep attacking it until it is at zero hit points or less.

-Not the Cats!- This creature is so profoundly terrified of cats that it gets a -4 to hit any creature with feline traits, including Catfolk PCs.

Liberty's Edge

I've been trying for a few years to submit stuff to Dragon and Dungeon for Wizards, and gotten rejected all of them, and I'm not sure that my round of pitches this year even got to them thanks to an email-related-screwup. So, I figured I might try my luck at submitting concepts to Paizo for Freelance work.

But I'm not sure how to do that, and so I'm asking those of you who've applied to freelance/actually freelanced before, how do you do it?

I specifically want to submit my own pitch to detail a Vegas-y tesseract-y Hotel-between-the-worlds that'd serve as Golarion's answer to Sigil, but with its own twists to make it work as its own thing as well, as I think it'd be of interest to both them and the Pathfinder audience. I'd detail it more here, but I'm not sure if that'd void my right to sell the concept. So I also ask, is that true, or no?

Liberty's Edge

I just read the Playtest have a few things that bug me about it in that they were left out/not thought of, specifically:

-The Open Game Content monsters from the old 3e Epic Level Handbook. There's a lot of great creatures in there, and Pathfinder has used one of them (The Mu Spore) in the past, so why aren't there any in there? I mean, there's a lot of great stuff in there, like the Vermiurge, the Atropal, The Chichemec, even the Prismasaurus in own goofy way.

-The ability for players to make their own monsters Owlbear-style. I mean, isn't it every D&D player's dream to be able to be the insane Wizard that did it and make their own species of monsters in-game? I'd love to see something like the Race Building materials in The Advanced Races Guide for building your own monsters, and the cost and magic required tor each bit you add on in-game.

I know it may be just me that wishes these things were in-game, but I was wondering if there were any plans to add them to the final product, or if there is any chance they might be added as the playtest goes on?

Liberty's Edge

It's not quite a a game-rule, but it is a "rule" per-say, so I decided to speak of it here. You see, I've got a novel I'm (slowly) working on, that I plan to get published someday. And I was planning on including the mention of the Thrasfyr as existing in-setting, since it's a part of the open content on the Pathfinder PRD.

But, am I legally in the right to use the creature? I'd also like to use several other Pathfinder open-content creatures in the setting, albeit with different backstories (Gorzraghs and Neothelids are aliens, the Thrasfyr are the annoyingly fecund creations of a crazy wizard, the Aboleth are nuclear-waste-mutated Machiavellian catfish that infest the American South, ect.), so I'd like to know.

You can read what I've got so far here, setting-wise it's more like Earthbound or Dr. McNinja than Conan or Lord of the Rings.