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Ok i have been reading these by Jim Butcher and was wondering if there is a way to build the concept into a pathfinder game the series is "Codex Alera" More or less everyone in the world has the abilty to control elements called Fury's you have metal fury which are more or less fighters but they can Strength the steel of there weapons and armor through calling their fury there is much more detail if you ask i can answer but how would i go about making such a class to run a game with this type of build.


Sounds like domains to me.


Well i thought that at first but but you have where with Firecrafters are more or less Sorcerers. The Watercrafters are healers. The Earthcrafters would be like barbarians. Woodcrafters are scouts or archers. and aircrafts are like rogue. i know i would take a standard action to call upon there fury. plus they could only call so many times per day and as they level there fury's would open more and more powerful things for them to do. Hence why i started straying away from domains.


Fun note: I believe that's the book series Jim Butcher wrote on a dare. Jim Butcher challenged someone on an internet forum to give him the two worst ideas you could possibly turn into a book, and he'd turn them into a best seller. They gave him Pokemon and the lost Romain legion.

It looks like you're looking at new classes, yeah, or you could just add "Furies" on top of the normal class. I'm not very familiar with Eberron's dragon marks, but it sounds like importing and tweaking a mechanic like that might work for you.


interesting fact.

That might work but the question would be would that make classes to overpowered. If giving the Fighter an ability he could call on so many times a day that would take his Great Sword and make into a +1 Great Sword(aka. Metal crafting). Also was thinking about having there fury become more powerful as they leveled (example now instead of the Great Sword just become a +1 Great Sword making making where they could make it a +2 Great Sword with Vorpal as the use there fury's more and more). Making them more and more powerful. so in that case would that make them to OP with the ability already designed in the classes if i decided to go that route. As this would remove should i remove the chose to muti-class due to that could make them way to OP. These are some of the questions and. Bringing the Dragon Marks back might work. But i am most likely going to have to build all new class from the ground up to a point. Could take the base classes and make a few changes i think are going to be my best bet.

Great idea AdamMeyers thank you really.

Anyone else has some i am all ears.


Anyone else able to throw idea's out to help with making the game.


havent read these books. but i had an idea where as a player would level, its powers in a secondary chart (unknown to the players) would grow. little things they would notice changing, and learn in the end to control.

My idea was, as they leveled they each became more like an elemental of a type that suited their class choice.

For example, a fighter/barbarian would take earth. Would gain strength and constitution, the ability to move earth etc as the levels grew.

Id say soemthing like that, but suited to your idea of the info. that way if it levels with the players it wont be heaps op at low levels. and at high levels just bump the CR of encounters up.


I've occasionally wondered if this would ever get turned into a game, but I think one major problem at least to be aware of if you're going to try something like this is the inherant disparity in power levels between commoners and nobility.

As the common folk can only control one or two furies but the nobility can generally control all of them and their furies are considerably stronger than those of the commoners you'd have to place some fairly heavy restrictions on nobility characters and NPCs.

You could have a lot of fun with the different races though as they would each have a set of different classes available to them as well.
The Marat have their animal totems (but no magic which I suppose makes them Fighter Archtypes rather than seperate classes), the Canim have their warriors and bloodspeakers (who would be sort of like witches with their covens), the Icemen don't really come into it much so you'd have to make something up more or less from scratch for them.

As for the fury types it would depend how you want to mix Alera with Pathfinder.
A guy with an earth fury is strong and can track people, a guy with a wood fury is a good archer, a guy with both is a Ranger.
So you would either have to work at it from the Alera side (Fury X + Fury Y = Class A) or from the pathfinder side (Class A means you're good with Fury X and Fury Y)

Picking your furies and having that decide the character would open up some interesting possibilities for classes but would be one hell of a headache for coming up with all the permutations (it would be what 2^6 so thats 64, divide that by 2 for the overlap and yous still have 32 different ways of combining 2 furies [numbers pulled out of the air so may well be wrong])

(As a side note I'd have said the metal crafters were more barbarian than anything else due to their abilities to ignore pain)


I have to agree with both of you and the thank god someone has read the book. FYI Icemen are just strong water crafters to the point of be able to talk between each other through there emotions and things of that nature. Now metal crafters i would think are a combination of Barbarian's and Fighter due there ability to strengthen metal from there armor and sharpen there swords. I was also thinking that Air crafters would be Rogues. Water Crafters have been the one that keep making me pull out my hair they are healers but would the be a form of Cleric or something else. Also the Marat i was thinking was more like Druid's with the animal totems that Pathfinder brought up in i think Advanced Player Guide. Canim you are right they are fighters and Bloodspeakers which would be a witch with their coven. Was also thinking that maybe breaking the fury's up for starting out classes with where people would only have one fury and maybe getting multiple fury's later. Fire Crafters are either wizards on the elemental path of fire or they are sorcerer that i have to build there blood line for. Either way all this information is great and helpful thank you all of you.


I know the series you mean, and thinking about it, I'd suggest using the Summoner class from the APG, perhaps making some custom archetypes for the different Furies.

Commoners might only have a dip in Summoner, giving them a weak Fury and then other class abilities. Nobles might have more levels, or take the broodmaster archetype for variety etc.


Ok Watercrafters, let me think...

Ability to heal other people's injuries
Ability to remove poisons/diseases
Ability to sense emotions
Ability to control water

A cleric with the Water Domain & Ocean Subdomain from APG would enable you to do most of the physical water based things that Isana accomplishes in the books. (although I'm thinking mostly of that fight with Odiana in book 1)

There's no direct analog for the empathic powers but the community domain comes close (you could change some of the domain spells to some of the more emotion based spells for a closer fit)

The energy channelling is a bit of a headache as there's nothing comparable in Alera, the Ale/Wine version of the variant channelling rules in UM might serve as an appropriate ability (you just refluff it that isntead of energy you spray everything with a light mist of water)

That would be the closest way of turning a cleric into a watercrafter I think, there may be something you could do with a druid with the aquatic domain but I don't know the druid class very well so I'd have to go and read up on that, and quite frankly I'd have to read the books again to remind myself of exactly what powers watercrafters display


Thank you guys. I really appreciate the help.

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