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Posted: Fri Jan 01, 2010 9:50 am
by Rusty
ok, so i am posting from my kindleon the bus so this might be garbled.

i have chosen to not attempt to make level adjust races but rather instead to use the races from pf core and some of the races in bestiary that have stat blocks for character creation listed with them and are cr1/2 or lower maybe cr1.

i am writing a large humanoid race that will be playable, the great elves. more on that later.

Posted: Fri Jan 01, 2010 4:05 pm
by Liquidprism
I just want to ask... and please take this objectively in the spirit it is given... why are you adding needless complexity to this system? Most of your players are going to play standard races. How many people have actually expressed an interest in non-standard races so far? To my count Im the only one.

I want to play a published race with a level adjustment of +1. All this means is I have 1 less Barbarian level. Its pretty easy to figure out, and its already part of the established system. Yes, Steven while PF doesn't technically support Level Adjustments, the system is pretty much the same as 3.5. The conversion isn't hard to adapt. The principle is the same and mechanically its not really any different.

If we just aren't using Level Adjustments then thats also fine as my Goliath wont cost me any levels. I may just choose to be an Umber Hulk instead. That would be fine too. Or an Ogre.

I'm really just trying to save you from a really big mess Gid. I think your adding complexity to an already needlessly complex system. You should just stick with the rules, and let the players deal with it. It saves you time, which you can spend developing more necessary aspects of the game (like the story).

Again, Im not trying to be rude, or mean. Im just pointing this out to try and help you. If you want to endeavor to write a bunch of playable races then far be it for me to stop you, but why do it if no one is going to use it, and why exclude the only preference that has been mentioned so far? That seems counter productive, but this is all just my opinion.

On another note you should consider making the general feats from Races of Stone another option for the 'elemental' bonus feats your handing out.

Posted: Fri Jan 01, 2010 7:55 pm
by arete
After reading though the alternate classes I would like to reserve the summoner/Druid option in case the barb/Druid doesn't work out.

Posted: Sat Jan 02, 2010 6:03 am
by Rusty
so, the races I've mainly wanted to include have entries in the bestiary that include character creation blocks and don't require level adjustment of any kind. Great elves are a part of the setting and I'm only writing the one. The races that I'm including that formerly required adjustment no longer require any.

I'll take a look at the goliath and let you know what we'll do.

Posted: Sat Jan 02, 2010 8:20 am
by Rusty
since i will be and have been advancing monsters with class llevels as per the bestiary rules, i am also planning on penning a few new monsters and templates.

Posted: Sun Jan 03, 2010 9:57 am
by Avilister
After some talk after last night's game and some playing around with various class combos after getting home, I'm half tempted to "join the tribe" and be a half-orc fighter/eldritch knight|sorcerer/dragon disciple. Not sure what feats I'd take, but this seems like a fairly good gish option, as it can get all 20 caster levels plus the neat dragony stuff.

I still think an alchemist/wizard would be my first pick if they put out some fixes for alchemist, though.

Posted: Sun Jan 03, 2010 8:22 pm
by rydi
are base classes other than the first two allowed instead of prestige classes?

I found an interesting combo with ranger/scout/swift hunter on one side of the progression.

Posted: Mon Jan 04, 2010 7:03 am
by Rusty
I'd rather you didn't. Ranger/Scout/Swift Hunter is essentially the reward for being a Ranger/Scout. I know that if you have pounce and swift hunter you get something awesome, I did a build based around it.

Posted: Mon Jan 04, 2010 7:17 am
by rydi
i don't understand the response, but ok. it's irrelevant to me, as i've settled on a build.

Regarding our little tribe's homeland:
"in the north of the eastern continent is a forbidding expanse of desert that erupts rather suddenly from the easternmost foothills of the frosthammer mountains, known as "Sabian's Gash", which is hot as hell during the day, and drops well below zero at night. It' at elevation, and terminates in sheer cliffs in the south, and nauseating hills and slopes in the north, on the east side running down in the blackknife sea, chock full of sharks and other awful things, and cold enough to make a grown man cry. Indiginous to sabian's gash are scorpions, gnolls, lamia, one or two sphinxes, the behir, and a family of blue dragons which are...somewhere. The Gnolls area city state more or less in the middle, which is Brunia, and in the not too uncommon family of architecture of the "up and down" city style. It's got nice tall 60 foot walls, towering parapets, dense residential areas, and extends into the earth some 200 feet, where a lake of Earth's Water is used to sustain the city's water supply and for cultivating food. And, the city wasn't build by the gnolls, they just took it a few generations ago from someone less fortunate than they were. There are numerous tribes that migrate around in Sabian's Gash, raiding or forming settlements wherever clean water or Earth's Water can be found. "
~Gideon

Posted: Mon Jan 04, 2010 1:43 pm
by Avilister
If I'm taking two prestige classes at the same time that both grant "+1 level of arcane spellcaster", I assume I only actually get one level of spellcasting. If I later take a level in which I don't get a level of spellcasting, do I then gain access to that spellcasting level, since I have it, but cannot use it because it exceeds my hit dice?

Also, can I take levels of a prestige class interspersed with the base class I'm prestiging off of?

Posted: Wed Jan 06, 2010 10:04 pm
by arete
I need more details on our tribe. I have seriously contemplated changing my barb class to something else, partly due to the large infux of people wanting to play them, however there is a bit of contention over what classes would be present in our tribe. Keeping with the current tribal them is important to me so if I have to be a barbarian I want to know.

Posted: Wed Jan 06, 2010 11:14 pm
by Avilister
Any given tribe contains people who are not barbarians. There shouldn't be any problem in playing something else.

My current interests are somewhat conflicted. I'm not really sure what I want to play anymore. I'm sort of waffling on the Dragon Disciple thing, because so many others are already playing melee combatants, there doesn't seem to be much point. May look into a more full-caster build of some sort.

Posted: Wed Jan 06, 2010 11:32 pm
by adam
I am going to play a bard/sublime chord (9th level wizard spells, woot)/ cleric/something

I want to worship Pelor, or some other sun/healing god.

Posted: Wed Jan 06, 2010 11:40 pm
by Rusty
gods are forthcoming

Posted: Wed Jan 06, 2010 11:54 pm
by Rusty
and here they are. This is preliminary, and more data on each is coming soon

Lawful Good

Optimus
Glory, Good, War, Law, Strength

Radius
Good, Law, Repose, Sun, Healing

Chaotic Good

Sabian
Chaos, Good, Luck, Strength, War

Neutral Good

Agrian
Community, Good, Plant, Water, Weather

Itinerus
Community, Good, Liberation, Repose, Travel

Lawful Evil

Vanculus
Death, Evil, Glory, Law, Luck

Chaotic Evil

Annihilus
Chaos, Death, Destruction, Evil, War

Devian
Chaos, Darkness, Evil, Fire, Strength

Neutral Evil

Nihilan
Darkness, Death, Destruction, Evil, Fire

Clamorus
Evil, Glory, Protection, War, Weather

Lawful Neutral

Regalus
Community, Knowledge, Law, Liberation, Nobility

Chaotic Neutral

Respirion
Chaos, Earth, Healing, Plant, Repose

Neutral

Aolus
Air, Animal, Earth, Plant, Water

The Weaver
Artifice, Knowledge, Luck, Magic, Rune

Hubrus
Charm, Luck, Madness, Travel, Trickery

Cumulus
Air, Animal, Glory, Sun, Travel

Bulwark
Artifice, Community, Nobility, Protection, War

Expedian
Protection, Sun, Travel, Water, Weather

Imperius
Charm, Knowledge, Nobility, Protection, Strength

Xenon
Artifice, Community, Earth, Fire, Rune


Note that many of the gods names end in -us or -an, this is no accident. These gods are depicted as being Great Elves, in whose language names ending in -us are male and those ending in -an are female. The Weaver is a great celestial spider and predates all the other gods, Xenon is a golem, and Bulwark is a dwarven male.

There are other gods, those particular to various races, and unfortunately those will get the least attention and will be finished last, if they are finished at all before the game starts.

This all isn't quite set in stone yet, but I'm mostly pleased with how it has come out.

Some domains are shared by as many as five gods, all domains have at least one god, and a few only have one.