Scarletrose
|
As a GM I don't usually run modules or AP's but I rather make my own campaign.
But sometimes it happens, and that's how I run for 3 times The Savage Tide AP for D&D 3.5.
I love to run this AP, and I'm working on converting it for Pathfinder.
I think Sasserine has many reasons to be located in the Arcadian continent.
Sasserine is supposed to be a remote colony that was unknown to most of the civilized world until a decade since the campaign starts.
Also, Olmans features prominently in the campaign, and they are clearly Inspired by the Aztecs. It make sense that Sasserine is located in Golarion Americas.
So.. I offer you a campaign of navigation on the high seas, exploration, piracy, colonization, and ultimately, planar warfare on the highest scale.
If you are interested you can find the Savage Tide Player Guide and keep in mind the following changes.
The Amedio Jungle will be on the east coast of Arcadia.
We will be playing in year 4715.
Cheliax will take the role of The Scarlet Brotherhood.
The sea princes will be replaced by The Grand Admiralty of the Fever Sea A.K.A. Bloodcove
The special feats for sasserine districts will become traits.
The 7 official churches of Sasserine mentioned in the manual will be:
Wee Jas--> Nethys
Pelor --> Sarenrae
Fharlanghn --> Abadar
St. Cuthbert --> Irori
Olidammara --> Calistria
Kord --> Cayden Cailean
Osprem/Procan/Xerbo --> Gozreh
Before I start the actual recruiting I will create a document with all the player resources converted.
It's early to give you complete guidelines to create a character but...
I will allow every manual officially published by Paizo (that does not include material currently in beta testing)
Every race is permitted, just keep in mind that people will react accordingly.
Every alignment is welcome, but I expect characters that are able to relate with the party and the NPCs so.... no psycho killers please.
Hopefully I expect to go from level 1 all the way to 20.
Scarletrose
|
stance on third party (I have a nice little number called the Invoker, who is basically the Warlock of pathfinder)?
Well... I'm unfamiliar with that.
I will try to look on that, but I would prefer to use paizo material only.One thing I know for sure... no psion allowed. I never allowed them in my games.
May ask about the frequency of posts and how often do you expect the chosen players to post?
I'd say at least 1 post per week day. more doesn't hurt but is not mandatory.
Scarletrose
|
Since there are Phanatons in the surrounding area, I'm converting to Pathfinder the Phanaton race and I'll make it available to players.
In case some of you want to play like a humanoid flying squirrel.
Phanatons possess the following racial traits.
• –2 Strength, +4 Dexterity, –2 Constitution.
• Small size.Phanatons are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
• A phanaton's base land speed is 20 feet.
• +1 natural armor bonus.
• Darkvision out to 60 feet.
• A phanaton has a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.
• A phanaton has a +2 racial bonus on Fly and fly is always a class skill
• Glide (Ex): Phanatons take no damage from falling (as if subject to a constant non-magical feather fall spell). While in midair, members of this race can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 40 feet per round. A member of a race with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide.
• Prehensile Tail (Ex): Phanatons have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.
• Languages: Phanatons begin play speaking Common and Phanaton. Phanatons with high Intelligence scores can choose from the following: Elven, Goblin, Halfling, Sylvan
Racial Feats
Adept Tailfighter
Prerequisites: Phanaton
Benefit: you are able to wield a light weapon you are proficient with using your tail.
The tail can be used as an extra hand for Multiweapon Fighting and grants a Phanaton a +2 competence bonus on grapple checks and Climb checks.
Forest Empathy
Prerequisites: Phanaton
Benefit: You gain an empathic link with the forest surroundings, alerting you to danger before it arrives. This grants a Phanaton a +2 racial bonus on all saving throws while in a forest.
Spider bane
Prerequisites: Phanaton
Benefit: Phanatons are considered to be expert spider killers. When in combat with spiders and spider-like monsters, the phanaton gains all applicable bonuses of the Favoured enemy class ability like a ranger of equal level.
| LibraryRPGamer |
Since there are Phanatons in the surrounding area, I'm converting to Pathfinder the Phanaton race and I'll make it available to players.
In case some of you want to play like a humanoid flying squirrel.** spoiler omitted **...
A race with a climb speed? This is exactly what I wanted to get from my kobold rigger idea.
How are Phanatons perceived by other races?
| mdt |
How are Phanatons perceived by other races?
Depends on the season of the year. Late spring/early summer, they're absolutely despised by other races.
Squirrel hair everywhere, in your food, on your couch, in your shower stopping up the drain. I tell you, a 3 ft squirrel with a fluffy tail just sheds and sheds and sheds...
Scarletrose
|
Scarletrose wrote:Since there are Phanatons in the surrounding area, I'm converting to Pathfinder the Phanaton race and I'll make it available to players.
In case some of you want to play like a humanoid flying squirrel.** spoiler omitted **...
A race with a climb speed? This is exactly what I wanted to get from my kobold rigger idea.
How are Phanatons perceived by other races?
They are considered a civilized race although a little bit on the feral side (outside human cities Phanatons are usually a tribal race)
As for halflings and gnomes, given the small stature, bigger races tend to not give Phanatons enough credit nor they do take them too seriously.Anyway, when they live among humans they are usually considered bizarre but nonetheless full-fledged members of the society.
I'm very close to opening the official recruitment thread.
You can expect it in a few hours, maybe even minutes.
| 'Nine-toes' Sherrick |
These days, life is good. He crews when he can, always adhering to the law of the sea, and steals when he can't. As long as there is gold to be made, and fights to be had, he's a happy lad.
Init +6; Perception +4
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Defense
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AC 16, touch 14, flat-footed 12 (+2 Armor, +4 Dex)
hp 9 (1d8+1)
Fort +1, Ref +6, Will +0
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Offense
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Speed 30 ft.
Melee Kukri +4 (1d4+2, 18-20/x2)
Melee Swordbreaker +4 (1d4+2, 19-20/x2)
Ranged dagger +4 (1d4+2, 19-20/x2, 10 ft.)
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Statistics
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Str 14, Dex 18, Con 12, Int 10, Wis 11, Cha 12
BAB +0; CMB +2; CMD 16
Feats
Weapon Finesse, EWP:Swordbreaker Dagger
Skills Bluff +4, Climb +6, Disable Device +8, Kn:Local +5, Perception +4, Pro:Sailor +6, Sleight of Hand +8, Stealth +8, Swim +8, UMD +4
Languages Common, Dwarven
Gear
Weapons - 4x Dagger, 1x Swordbreaker Dagger ("Meat"), 1x Kukri ("Potatoes")
Armor - Leather
Gear - rogue's kit, compass, small steel mirror, shaving kit, 2 changes of clothes, fisherman's kit.
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Special Abilities
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Sneak Attack +1d8 (dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger)/+1d4 (all others)
Hidden Blade +0
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Traits
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Heart of the Sea - Humans born near the sea are always drawn to it. They gain a +2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spellcasters gain a +4 racial bonus on concentration checks when attempting to cast spells underwater. This racial trait replaces skilled.
Water Rat - You gain a +2 bonus on Swim checks. When wearing
light or no armor and not encumbered, fatigued, or
exhausted, you can swim at one-half your speed as a move
action or your full speed as a full-round action. While swimming,
you gain a +2 bonus on Initiative checks.
Reactionary - +2 on initiative checks.
Scarletrose
|
** spoiler omitted **
** spoiler omitted **...
You should click here and post in the actual recruitment thread.
| 'Nine-toes' Sherrick |
'Nine-toes' Sherrick wrote:** spoiler omitted **
** spoiler omitted **...
You should click here and post in the actual recruitment thread.
Heh. Sorry about that... I had my tabs messed up, had both open at the same time. :D