| Riven Pharaoh |
| 1 person marked this as a favorite. |
If there can be said to be any one setting in all of tabletop gaming that is my favorite, it is the Scarred Lands. I love each and every piece of it: the Blood Sea and it's mutated aquatic inhabitants, the gleaming city of Mithril that was built around the inactive body of the Mithril Golem that helped defeat a beast who could shatter mountains, the tyrannical Calastian Hegemony with it's legions of mage knights and dragonriders... you name it, I love it. I love it so much that I want to run a campaign set in it and I've done a lot of work on writing this campaign up in the past. But let's not get ahead of ourselves here. Some of you may not have had the pleasure of getting acquainted with the Scarred Lands back in the D&D 3.5 days or the current Pathfinder iteration, so let me catch those of you not in the know up to speed.
The Scarred Lands is a VERY unique setting that combines high fantasy and dark fantasy in interesting ways. In it, the world of Scarn is still reeling from the Divine War between the Gods and their Titan parents that ended 150 years ago. The Divine War scarred and ravaged the world of Scarn, hence why some of it's inhabitants refer to their world as the Scarred Lands instead of it's proper name. It's a place of both wonder and terror, where the horrific exists alongside the fantastical. The old empires of the mortal races were shattered by the conflict and most countries now exist singular city-states and the lands that surround them, while monsters warped and twisted by the flesh and blood of the Titans inhabit the wilds.
If you're really eager to look into the setting, Onyx Path has free versions of the gazetteers for the continents of Ghelspad and Termana. Considering that most of the campaign will take place in those areas, they should help you get a sense of the setting. I believe the Ghelspad gazetteer also has information on the Gods and Titans in the setting, as well as a calendar, timeline, and a few blurbs about the planes. It's about 100 pages between them, probably a little less if you take away redundancies, legalese pages, the cover, and such. Just be sure to only get the free versions, as there are also paid versions of the 3.5 books of the same name. I'm up, down, and sideways for explaining the setting and it's unique eccentricities if you have any questions, since the Scarred Lands is basically my favorite tabletop setting of all time.
Who's up for adventuring across the wonderful, terrible world of the Scarred Lands?
| Robert Henry |
Like others, I know nothing of the setting, but always interested in a new game. If your asking if there will be interest Grumbaki has the right of it. There will always be interest in a Gestalt game.
Can you give us a little more information on your build criteria and possibly your expectations for the game?
| Ragnar av Gundrun |
I have a Bloodrager/Skald ready, would probably just need to adjust his background to not Golarion.
Assuming its Grim Dark Greece, Background wise a fairly intelligent "not-Dacian" (or not Macedonian/Albanian) Fighter/Warlord who is, on account of being Chaotic and freedom loving, heavily opposed to the Tyrannic megaempire.
Do the northern Barbaroi of this setting have their own gods/titans/spritis/totems?
Unfortunately, I cant find the player guide online.
Alternatively, I a not-Russian seeking to free "not-Mat-Rodina" from her imprisonment, which may or may not be a very bad idea.
| Monkeygod |
I was in a brief Scarred Lands game, and I bought the player's guide back then. Super awesome, badass setting.
Idk if I can link to Drivethru or not, but the two free(pay what you want) guides are for Termana and Ghelspad. They are the 4th and 5th books to show up if you search 'Scarred Lands' on Drivethru.
| Riven Pharaoh |
| 1 person marked this as a favorite. |
To everyone wanting to learn the setting, the free guides to Ghelspad and Termana- the two most important continents of the setting- are on Drivethrurpg. I thought Paizo would have them too, but I can't seem to find them here. Just be sure you get the pay-what-you-want versions and type in $0.00 since there are also paid versions and there isn't any need to spend anything unless you absolutely want to. There is a LOT of setting material between those two books, probably more than is even in the Player's Guide if we're talking pure setting. Between them you can find information on the Gods and Titans, historical timelines for both continents, a list of important places found in the respective continents of Ghelspad and Termana, rundowns on the typical races found in each, a list of important organizations, a breakdown on the cosmology of the Scarred Lands, and even a calendar. Just be sure to read the Ghelspad gazetteer first, since it has more things immediately relevant than the Termana gazetteer.
Sounds cool I might be up for it.
I know nothing of the setting.
The blood sea Sounds like a place to have a pirating type adventure.
The Blood Sea actually does have pirates. They tend to be mad or have mutations from exposure to the titanblood-tainted waters, but some few manage to luck out and avoid either. The campaign I have in mind isn't exclusively a pirate campaign, but there will be a segment in the Blood Sea and the Blood Bayou where a former Blood Sea pirate could shine.
I agree with Ouachitonian. What method do you prefer for ability score generation? Point Buy or Rolls?
Point buy. Rolling creates too much variability.
Like others, I know nothing of the setting, but always interested in a new game. If your asking if there will be interest Grumbaki has the right of it. There will always be interest in a Gestalt game.
Can you give us a little more information on your build criteria and possibly your expectations for the game?
There's a lot to touch on for that question, so I'll try to keep things simple and clean to give you an idea where I'm going with this. I will dive deeper into these and more in the recruitment, but this should be enough for now.
PCs will be generated at 6th-level gestalt. My plan for the game is to have the campaign take place over fifteen 'chapters'. Each chapter takes place in a different area of Scarn and is about the length of a traditional, non-AP module. (For reference, an AP module is usually about 2.5-3 times the size of a regular module) All but the final chapter will grant a level upon completion. The final chapter is designed to allow players to use their 20th level characters in a way that is suitably epic to close out the campaign and there is no real progression then because of that. The meta idea here is to take PCs from fairly competent adventurers to seasoned heroes and, eventually, have them determine the fate of Scarn itself at the climax of the campaign.
While we're on the topic of 'epic', I should mention that mythic is planned as well since this IS the Scarred Lands we're talking about. I have a set progression path planned out in the campaign although I can't really talk about it since it's tied to the plotline. PCs won't have access to it in the first chapter so it's not an immediate concern anyway, just something to plan for later on. Players can expect to reach the highest rank of mythic in chapter fourteen when they hit 20th level. When PCs gain access to mythic in one of the early chapters, they will have TWO mythic paths at once in a sort of pseudo-mythic-gestalt. I'll explain more on that in the actual recruitment though. I will be using the 'mythic fixes' by Legendary Games to prevent the usual game-breaking shenanigans of the subsystem.
Stats will be made using a point buy. Balancing encounters is more tedious when you have to account for the wild swings in party member power levels that you get when you roll for stats.
Races will be limited to my rebalanced versions of the Scarred Lands races. There are over 30 races that I rebalanced to fit the equivalent of a 24 RP build. I'll put a spoiler listing a VERY simplistic look at every race from a conceptual standpoint so you get an idea of what you have to work with.
The Divine Races are those who traditionally sided with the Gods during the Divine War. They tend to be the most accepted within mortal society. Most of the 'traditional fantasy races' belong to this category.
The Redeemed Titanspawn are those races who traditionally sided with the Titans during the Divine War or who have significant ties to the Titans- such as the Blood Sirens that are all born in the Blood Sea and carry the taint of Kadum within their veins- but have overwhelmingly defected in the aftermath of the Divine War. These races, while accepted in most places, tend to be viewed with some degree of suspicion in nations hardest hit by the ravages of the Titans.
There are other races that defy such neat categorization. Some are nearly unknown to the majority of Scarn, while others are widely known and carry their own stereotypes.
Divine Races
Humans- Humans are at once the most varied and most homogenous of the Divine Races. No God or Titan claims their creation, but ancient myths speak of them walking forth from the mountains of Albadia in the early days of Scarn.
High Elves- Regal and sophisticated elves who have regained their effective immortality following the resurrection of Jandaevos, their former god. Culture, the arcane arts, and bowmanship are some of their race's most cherished past-times.
Ganjus Elves- Athletic elves of dark complexion who live in sprawling tree cities in the jungles of Termana and have a deep connection to the natural world. It is said that Denev the Earthmother once blessed their race in the ages before the Divine War.
Drendari Elves- Dark of skin, white of hair, and skilled in the magical arts, the once-proud Drendali elves live deep beneath the ground in the crawling city of Dier Drendal. They hold a bitter hatred of the dwarves of Burok Torn, claiming that their former allies abandoned them to die.
Forsaken Elves- Although the return of Jandaevos allowed the Forsaken Elves to return to their former selves, some remained opposed to it and choose to live shorter, more fulfilling lives. Many scoff at notions like morality and choose to live a life of hedonistic self-indulgence.
Broadreach Elves- The Broadreach Elves primarily inhabit the corrupted lands of the Hornsaw Forest and are a dour and harsh people due to living in a region where everything seems out to kill them. They mark themselves with mystic tattoos that they use to represent major life events.
Wrack Elves- Cousins to the Ganjus Elves, the Wrack Elves lived in the once-verdant lands of the Asherak Desert. They felt the land's pain as verdant woods turned into sand and dust and became a grim, bitter people that wander in search of a way to heal their land.
Shining Elves- The Shining Elves are a blight on the Scarred Lands and were created when followers of the elven traitor Ta Maios- who made pacts with demons and opened a portal to a dark outer plane to join it with Scarn so that he could be reborn as a demon king- mingled with demons and bore their children. Born of elves and demons, these elves are as beautiful as they are cruel.
Half-Elves- The half-elves are a people followed by a dark reputation. Before the resurrection of Jandaevos, an unfortunate number of forsaken elves often tried to ceonceive children in pairings with the more populous humans- willing or not- out of a desire to save their people from extinction and the stigma follows all half-elves to this day.
Kelder Dwarves- The Kelder Dwarves live deep within the Kelder Mountains and have adapted to a life underground well. These dwarves place great emphasis on honor, craftsmanship, and family and their warriors have kept the Calastian Hegemony at bay for decades.
Charduni Dwarves- The Charduni Dwarves were created by Chardun, the God of Tyranny, and were set on Scarn to bring his harsh virtues to the world. Although their god has grown disillusioned with them, they live up to many of his ideals and are pragmatic, hardy, and orderly.
Wood Dwarves- Wood Dwarves have lived in the Hornsaw Forest since long before Mormo's flesh and blood twisted it. They live among the Broadreach Elves and cherish the virtues of hard work, asceticism, and compassion.
Halflings- Unassuming devotees of life's simple pleasures, the Halflings are overlooked by many. A slim majority of the race live within the lands of the Calastian Hegemony where halfling slaves, oddly enough, lead comfortable lives as favored servants of the nobility.
Jungle Gnomes: Jungle Gnomes primarily live in Termana and are devoutly faithful to the precepts of Denev the Earthmother. Contemplation, a love for beautiful sights and sounds, and philosophy are all held dear by the race.
Winter Gnomes- The Winter Gnomes are native to the frozen lands of Fenrilik and are seemingly formed out of pale blue ice, with hoarfrost forming their hair and beards. The strange little fey are shy, but possess keen minds and uncharacteristically warm hearts.
Ubantu- The Ubantu are a short and thin cousin race to humans and wander the Asherak Desert in nomadic tribes, taking refuge in the shells of
long-dead giant turtles during their stops in oases. They are devout followers of Hedrada and etch tattoos with venom into their flesh in order to boost their natural resistance to toxins of all kinds.
Manticora- Although a Divine Race, the leonine Manticora were once the chosen spawn of Vangal, God of the Apocalypse, and are feared by many as dangerous, something they hope to fix. They greatly value history, storytelling, self-sufficiency, and independence as a people.
Aasimar- During the Divine War, good outsiders fought alongside the mortal races and a few grew so close that they fell in love. Those who did often conceived children bearing celestial blood. These striking children grow up bearing the power of the heavens.
Tiefling- While tieflings can be born of almost any coupling and circumstance with the Divine Races and fiends, the most common are when ambitious mortals make pacts with the forces of Hell and the price for the pact is not only the individual's soul, but carrying the devil's bloodline across the ages. Regardless, tieflings grow up with the dark powers of their forbears.
Redeemed Titanspawn
Orcs- Orcs were created by Kadum the Mountainshaker were thrown at the Divine Races by the thousands in the Divine War. Despite their hulking appearance, they are not a savage species and have an open tribal lifestyle focused around honoring ancestors and divining the stars for their purpose in life.
Half-Orcs- Many Half-Orcs bear the same stigma as the Half-Elves, only slightly moreso because of their titanspawn blood. Orcs were originally created by Kadum as living engines of war and were forced by him to breed with captured foes to create more soldiers as fodder for his armies, a grim stigma that seems to taint many people's view of Half-Orcs.
Asaathi- The snake-like Asaathi are the children of Mormo the Mother of Serpents and joined the Divine Races after much deliberation in the aftermath of the Divine War. Their society is intricate- rooted in tradition and the pursuit of perfection- and filled with philosophies and politics.
Ironbred- Once known as the Sutak, the equine-featured Ironbred were the children of Thulkas, the Father of Fire and served him loyally until his defeat. The Ironbred are a people slow to trust, unswervingly loyal to their friends, and who hold a deep hatred of the Titans for their bondage.
Slitherin- The Slitherin are a race born of the rats who fed on gibbets of flesh from the Titans and grew into their own separate race. While some are still born mad from the power of their blood, most simply possess a drive to experience new things and discover themselves as individuals.
Piterin- Few know the origins of the batlike humanoids slandered as 'bat devils', but their veins run with titanspawn blood, thin though it may be. Piterins are a contradiction: clannish loners who are kleptomaniacs, blood-drinkers who also do many good deeds on the sly.
Blood Sirens- Blood Sirens are vanishingly rare, a mermaid-like race created when a blood sea parasite inhabits a female humanoid corpse and fuses it to passing sea life. The process normally results in the parasite controlling the new body and become evil to the core, but rare cases exist where the host's now-amnesiac mind remains in control and only acquires urges from the parasite. Blood Sirens are devastatingly beautiful even if their host body originally was not and can use magic to turn their fins or tentacles into legs on land.
Changeling- Hags, while not traditionally thought of as such, are titanspawn who possess powers handed down from the titaness Mormo. While many are barren and are forced to kidnap children to turn into haglings, some are horrifyingly fertile and, in grotesque and often lethal couplings with mortal men, conceive heterochromatic daughters with the power of witchcraft in their blood.
Other Races
Minotaur- The minotaur are the children of Denev the Earthmother and hold a deep respect for the natural world. A magical virus of Chern the Plaguebringer almost drove their people to extinction and what few remain do their best to preserve their people and traditions.
Gnolls- The hyena-like Gnolls are a race of nomadic savages from Termana, who wage war and take slaves as suits their whims. While there are some who turn from such a lifestyle, most still have a morbid sense of humor, a tendency towards violence, and a penchant for glutting on food. There exists a small subset that are much more peaceful who have long been allies of Termana's elven population, but most of their number were martyred during the Divine War.
Hollow Legionnaires- Many great and noble warriors were lost during the Divine War, but could not pass on to the Outer Planes. The paladin orders of the Gleaming Valley found a way to bind these lost souls to armor, although the process has the side effect of stripping them of their memories. Only those who understand the downsides of the process and are willing to accept them undergo the ritual to bind their souls to animate suits of armor.
Tatsuri- Children of humans and the dragon shoguns of the Dragon Lands, the Tatsuri are a proud people who place great importance on decorum and ancestry. They bear the blessings afforded by their draconic blood and the nature spirits who serve their forbears.
Dragon Lands Kobolds- Native to the Dragon Lands, these kobolds look down upon their primitive kin as crude imitations of their perfection. Rigid and unbending in honor and imperiously egotistical, these small descendants of dragons nonetheless value courtesy and loyalty above all.
Terali- A tribal race who resemble upright leopard people, the Terali are deeply spiritual wanderers who roam the world in search of wisdom and luxuries. They tend to worship their ancestors and those of their number born with black pelts have a high aptitude for magic.
Background Skills, Elephant in the Room, Hero Points, Skill Unlocks, and the Stamina and Combat Tricks rules are all going to be used. Pieces of Automatic Bonus Progression will also be used, but more on that in the recruitment.
I know third-party will be asked about. The Scarred Lands is a varied and high fantasy enough place where players can expect to be able to pick and choose from several different third-party options and have them be pretty close to the canon, if not outright canon. I'll list a few examples below to give you an idea about how well-incorporated I ensured things are within the setting.
Path of War: Scarn has many martial schools and the Dragon Lands are famous for their dojos, so characters with one of the Dreamscarred Press Path of War classes or archetypes would have learned their techniques from one of those.
Dragonrider: The Dragonrider class from Super Genius Games is something that makes a lot of sense within the context of the Scarred Lands setting. The Calastian Hegemony has an elite aerial cavalry unit composed of knights who ride a subspecies of black dragon that they break into obedience. The warriors of the Shining Elves often ride on fiendish dragons that were bred within a floating sky fortress. The Shoguns of the Dragon Lands have specially-crafted a type of wyvern-dragon crossbreed that they allow their Tatsuri descendents to keep as mounts and guardians. There are other examples to be sure, but I think you get the idea.
Moon Child: This class from Zombie Sky Press- which is basically a witch that draws power from the cosmic power of the sun, moon, stars, and the void in between them- also makes a lot of sense in Scarn. Orc culture places special significance around the the mystical properties of celestial bodies, particularly stars. The witches of Belsameth often honor the moon and the darkness of the void since their mistress resides on one of Scarn's two moons and holds power over it. The Slitherin tribes who feasted on the superheated blood of Thulkas have some ties to the power of the sun, since their Titanic progenitor was trapped in the sun at the end of the Divine War.
Sacred Necromancer or White Necromancer: The former from Zombie Sky Press and the latter from Kobold Press, these classes- and common necromancers as well- have a place in the setting. While there are certainly numerous villainous groups that utilize necromancy, there is one place where necromancy is taught in an ethical fashion: Hollowfaust, the City of Necromancers, a city built on the side of a dormant volcano whose eruption centuries ago destroyed the Sumarans that inhabited the region. Necromancy is a way of life here and it all exists with the hesitant blessings of the Church of Nemorga- Nemorga being the serene avatar of Death itself- that works to ensure that necromancers do not disrupt the natural cycle of life and death.
Path of Shadows Classes: The Path of Shadows classes by Ascension Games make a lot of sense as well. Drendari, the Demigoddess of Shadows and Thievery, bestows her blessings on those who earn her favor. Drendari is capricious and has been known to grant power to both those who serve her and any attractive males who catch her fancy. The secrets of shadow magic were also once stolen from her by the ancient Slarecians and more than a few unscrupulous organizations- such as the cabal of power-hungry villains known as the Penumbral Pentagon- have taken scraps of that stolen knowledge to use for their own ends.
I'd be interested, just gotta review the setting. From the premise, is it like a grim dark Ancient Greece?
It definitely has Grecian elements; Gods vs. Titans, independent city-states instead of huge nations, and what have you. It's Grecian in the same way that Dark Sun is Sumerian, with overarching themes evoking- but not directly referencing or copying- it's source of inspiration.
I also wouldn't go so far as to say the setting is grimdark. While it is much darker than most settings, things are improving on Scarn. The Titans and their callous predations are no longer a problem people have to concern themselves with, society has been rebuilding itself over the past 150 years since the Divine War, bands of brave individuals have been dealing with roving titanspawn to make travel a much less dangerous prospect than it used to be, et cetera. The setting is dark, but there is hope and things are steadily improving bit by bit.
I have a Bloodrager/Skald ready, would probably just need to adjust his background to not Golarion.
Assuming its Grim Dark Greece, Background wise a fairly intelligent "not-Dacian" (or not Macedonian/Albanian) Fighter/Warlord who is, on account of being Chaotic and freedom loving, heavily opposed to the Tyrannic megaempire.
Do the northern Barbaroi of this setting have their own gods/titans/spritis/totems?
Unfortunately, I cant find the player guide online.
Alternatively, I a not-Russian seeking to free "not-Mat-Rodina" from her imprisonment, which may or may not be a very bad idea.
While the Scarred Lands certainly was inspired by tropes from Grecian mythology, it's not a direct fantasy expy of it. There are definitely things that could fit your idea though.
The Calastian Hegemony is the single largest "evil empire" in the world of Scarn. It's also probably the most insidious because- unlike the grim slave nation of the Land of Chains, the rampant chaos and wickedness of Abadonius that is controlled by demons and the elf-turned-demon lord Ta Maios, or Glivid-Autel, where necromancers perform dark rituals and experiment on both the flesh and souls of their captives- Calastia seems almost reasonable to those not actively being oppressed by it's tyrannical system.
There are some tribes in the setting that hold hold different beliefs. Orcs traditionally practice ancestor worship and animism, many inhabitants of the Dragon Lands worship one of the Shoguns, et cetera. However, only the Gods can grant access to Cleric/Oracle magic and only the Titans can grant access to the Druid/Shaman magic, as those things are their exclusive purview within the cosmology of the setting.
| Storm Dragon |
How do you feel about Spheres content? Particularly with Mythic in play, there's a lot of potential there, but I can understand concerns about potential issues with having "modular" characters in a gestalt campaign.
I'll have to look deeper into setting stuff before I brainstorm character stuff anyway.
| KingHotTrash |
Alright, I love shenanigans like this. I'm definitely looking forward to the recruitment thread.
Quick question though! If you have a combination of classes that give you a bonus feat of the same feat, can you switch out one of those feats for something else as long as you still meet the requirements for it. I've got a neat Warlord/Monk idea rolling around in my head and same stuff copies from one another.
| TheWaskally |
Would Rogue Genius Games's godling classes work along side the Divine Races in The Scarred Lands?
| Riven Pharaoh |
| 1 person marked this as a favorite. |
Well, that seems like enough interest for me! The recruitment is mostly finished- about two-thirds of the way done sans formatting- so I plan on working on completing that rough draft, giving it another lookover or two, and going from there after I reply here.
How do you feel about Spheres content? Particularly with Mythic in play, there's a lot of potential there, but I can understand concerns about potential issues with having "modular" characters in a gestalt campaign.
I'll have to look deeper into setting stuff before I brainstorm character stuff anyway.
I like Spheres content both as a player and a GM. There hasn't been but maybe a handful of games I have ran for my local table where I flat-out banned it. You'll be pleased to know that this isn't one of those games.
Alright, I love shenanigans like this. I'm definitely looking forward to the recruitment thread.
Quick question though! If you have a combination of classes that give you a bonus feat of the same feat, can you switch out one of those feats for something else as long as you still meet the requirements for it. I've got a neat Warlord/Monk idea rolling around in my head and same stuff copies from one another.
As long as it's a similar feat. So if you had two classes that gave you Stunning Fist, you couldn't replace one instance of it with a metamagic feat, but you could replace it with a combat feat. That's also going to be important in cases where people get a feat through a class feature that is covered under Elephant in the Room and need a replacement as well.
Would Rogue Genius Games's godling classes work along side the Divine Races in The Scarred Lands?
The Divine Races aren't actually divine in that sense. Those races traditionally sided with the Gods during the Divine War and that's why they are referred to with that title.
The godling classes themselves would not fit the lore anyway. Godlings of all types don't turn into demigods until 20th level, whereas any being born in the Scarred Lands with divine blood is automatically a demigod, if not an actual god. It would introduce an irreconcilable ludonarrative dissonance into the game.
| Riven Pharaoh |
Work is essentially complete on the recruitment thread. Most of what's left is just formatting, although there are a few more things to be touched on that shouldn't take too long to finish up.
I'm not quite sure on one thing though and I figure I'll ask and see if someone knows. Is there a character count when typing up individual posts? If there is, what is it? My rebalanced race writeups are fairly meaty and I'd like them all to be in one place. I'd PREFER if everything could stay on Paizo for convenience's sake but, if the character limit is too low, I may just have to link a Google Docs with everything on it. There are over thirty races after all and that takes up a lot of space.
| gyrfalcon |
That said, I've seen some campaigns with significant house rules post one thing in the first post and then modify them based on conversation in the thread...and it being easy to miss changes.
Putting them in a doc, or the campaign tab (as Edward suggests) can make it easier on you over time, if you think you might have forgotten things, it might change your mind over time.
| Riven Pharaoh |
Thanks for the answers, everyone! I think I've got an idea on how I'm going to format things since the rules have been finalized.
I'm going to be upfront and say that there will probably not be a recruitment for the next two days. A friend of mine got sick with what we thought was covid last week and I've been out of work and in quarantine waiting on our test results. She was negative, as was I, so I've been called in and will be working overtime on the 19th and 20th to make up for the five days off. It's only fair to keep you all in the loop so you know about when to expect the recruitment to go live.
| gyrfalcon |
I'm playing with a stealthy, trap-focused character. Mechanically, will be a Spheres of Might Scholar + either Conscript or Technician. Will wait for the official recruitment to flesh out more. I've read a bit about the Scarred Lands, but not sure if there are either races or cultures/nations that would be a good fit for the concept.
| Riven Pharaoh |
| 4 people marked this as a favorite. |
Progress report!
The overtime days are finished and I've finished my week of work- we have a cycle of a week on and 4 days off- so work will resume on the recruitment today after I wake back up and tomorrow.
A few more races were added that I decided would be worth inclusion. The Piterin were cut because of flight capabilities creating balance concerns at such a low level.
Refined the mythic system. Not an immediate concern, but people will need to know so they can plan in advance. Cleaned up some muddy rules language and made a few additional changes to broken interactions.
Added blurbs about other continents- Asherak, the Dragon Lands, and Fenrilik specifically- since they were not included in either of the free gazetteers.
Added a small spoiler section detailing places we will be going- although not what we will be doing there- in case people want to create a character from one of the locales.
Created a refined list of Domains available for each deity so that more third-party options were available.
Tweaked the point buy so that PCs have more breathing room to build their characters.
Miscellaneous small tweaks on the rules sections were performed.
| Storm Dragon |
| 1 person marked this as a favorite. |
Rather than cutting a flying race, you could do something similar to what some other flying races do is have flight locked to a feat, and baseline they can glide (like a Sylph). Make the Feat require level...7 or so probably and it's fine, especially if it'[s winged flight which has more limitations.
nightflier
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I'm fairly well informed about Scarred Lands and I have all the sourcebooks, including those for Pathfinder. Is recruitment still open?
Edit: If it is open, I'd be interested in playing Ranger Sword-Devil Archetype (perhaps Spell-less Ranger by Kobold Press if allowed)/Nightblade by Ascension Games.