Showing posts with label D20. Show all posts
Showing posts with label D20. Show all posts
Tuesday, November 21, 2017
More Starfinder Fun: Looking at how it changes D20 mechanics
Okay, Starfinder has really got me now. I'm diving deep in to the book, I'm scrubbing the rules meticulously to identify the differences between Starfinder and Pathfinder, I've written up a lengthy gazetteer of worlds to be explored and plots to be uncovered, I've got an introductory scenario, and I've talked my players on Wednesday into trying it out tomorrow, as a Thanksgiving Eve special, if you will. Even my wife might show, if she feels better (fighting a cold), and she never normally shows up to my Wednesday night game!
Part of the insidiousness of Starfinder, besides completely co-opting that creative headspace that D&D and Pathfinder both exist within and applying it directly to space opera sci-fi fantasy, is taking the very underpinnings of the overall experience and saying, "Hey, you know that thing you do over here, with fantasy? Well you can do it in space, too, exactly the same way, but also spaceships and lasers and stuff."
Spelljammer did this. Spelljammer was doing it at a time when something as creative as flying galleons in magical space seemed like just the right mix for some gamers but was totally out there for others. Spelljammer did not, however, really give you any tools to move beyond the concepts of Ptolemy, Copernicus and mythology as the basis for fantasy space exploration.
Dragonstar did it for 3.0 D&D as well, and in fact arguably did exactly the same thing Starfinder is doing, right now, just with more color art, glamour, and design ethos. Dragonstar, without a doubt, could benefit from a revival now, if Fantasy Flight Games were in to that sort of thing (it's not, alas). The entire setting of the Dragon Empire and its drow enforcers in space would fit nicely in a corner of Starfinder's implied, infinite universe.
Heck, some time on ebay could net you all the Dragonstar books you need to blend something up with Starfinder. The compatibility is still there.....sort of. Actually, I'm surprised as I have read through Starfinder at just how insidious it's D20 mechanical update actually is. Some of the interesting things I've noticed.....small, but significant:
Threat rolls (where you get a critical hit but not really, you gotta roll again to confirm?) are gone. Now, if your critical hit would have hit normally, it's already confirmed. That usually means the only thing your natural 20 wouldn't auto-crit is something with an armor class so much higher than 20+ all your modifiers and attack bonuses that it would never have hit otherwise. And in those cases it's still a hit, just a normal one.
Stamina Points, which are basically hit points you regain quickly. D&D 5E has hit points you regain by spending hit dice to replenish, and it's "break" on this is that you only regain 1/2 your hit dice with a long rest. In Starfinder, you have hit points and stamina points, and hit points are regained slowly (1/day/level) and stamina points are regained with a long rest. Stamina points are literally your "second wind" and reflect everything people often say hit points have in the past of D&D....your sort of "pool of energy" depleted by fatigue, morale, getting smacked around, etc. Hit points in Starfinder are now the "oh crap I have a actual laser hole in me" points.
Reactions have been formally codified in Starfinder, in a manner consistent with how we all like to use them. They have been upgraded from the less clear mechanics in PF, and encompass opportunity attacks as well as immediate actions. More importantly, opportunity attacks and special conditions (spells and special abilities) are the only real way to pop a reaction, and you only get one reaction per turn. So guess what, no more special builds with a gazillion opportunity attacks! In fact, I don't even see a feat (like combat reflexes) anymore that messes with this stuff, although it's possible there's something buried in there as a class trait or spell.
Resolve is another fascinating mechanic: it's basically a pool of points equal to half your level plus the modifier for your primary class stat. Resolve can be used to pay for certain class and feat options that let you re-roll or do other stuff. The number of resolve you have left determine how long before you die when you are mortally wounded (at 0 HP). You recover them once per day after an extended (8 hour) rest. Resolve's not really a new mechanic...it's a spendy resource pool, something many other games have done before, but it most definitely is new to D20 and Starfinder executes it well enough that players will have ample opportunity to think hard about the gain of spending a point vs. the perk of keeping it in reserve.
Messing with modifiers seems to be a thing in Starfinder, too. I noticed an active effort to reframe certain situations which in the past were all lumped under bonuses, and therefore added complexity to stacking issues. For example, a theme might "give you a 5 point reduction in the DC" of a certain check rather than a +5 skill bonus; or An attack roll might be made against "KAC (Kinetic Armor Class) +8" rather than with a -8 penalty to attack. This change in framing appears to be done in each case to change the context of how the modifiers are applied, and while it doesn't necessarily reduce the math, it does reduce the ways that the numbers can be gamed through the stacking mechanics.
Monster Creation is a big deal for me with Pathfinder. It's not easy to do in the classic D20 rules in any edition, honestly. You either like the lengthy process of designing monsters in the same mechanical manner as player characters, or you realize how cruel the process is and how poorly it treats your precious time. I don't know if books like Pathfinder Unchained introduced some of the ideas fully implemented in Starfinder, but the Alien Archive includes a full set of rules along with handy ready-to-go charts for creating challenge-scaled foes without too much fuss. The process, after using it to create a variety of NPC foes, appears to be much more intuitive and streamlined than anything that has come before (noting that even the original PF Bestiary tried to improve the process over classic D20 3.5) and I knocked out several complete statblocks in remarkably little time (maybe 20 minutes, and lacking familiarity, for two stat blocks).
Unfortunately the Starfinder rules are missing some of the cool things already in the Pathfinder repertoire, such as the NPC Codex, or that handy roster of sample NPCs in the back of the Gamemastery Guide, but I hope Starfinder's success prompts Paizo to make such resources in the near future. The streamlined stat block and foe design process in the meantime is good enough for me to be satisfied that they designed this part of the game with the GM's precious time in mind.
Okay, enough gushing for now....I'll do an after action report in a day or two after tomorrow's test pilot game!
Thursday, April 4, 2013
Valgos, Slayer of Elves in Pathfinder
Okay, the
era of B/X D&D was a time of experimentation and while monsters were often
played as characters, you needed to look to the competition (Monsters! Monsters!, Runequest and others) for actual official rules
support on how to do it. Today, of course, Pathfinder and D20 in general is
built from the ground up to allow for whatever crazy-ass monster characters
your GM will suffer with, so it was hard to resist statting Valgos out
accordingly. Also, I have to admit I still find it oddly amusing that I pretty
much spend 90% of my real world game time running Pathfinder (when not reading other
games, and running Magic World) but 90% of my blog time
on OSR games, BRP stuff and pretty much anything but Pathfinder. So….here ya
go. At the very least it can be fun to see what the same essential build looks
like circa 1980 vs. 2013:
Valgos, Slayer of Elves (Pathfinderized)
Orc Fighter
level 4, Alignment: Chaotic Evil
STR 23
(+6) Fortitude +5
DEX 12
(+1) Reflexes +2
CON 16
(+3) Will 0
INT 12
(+1) AC 20
WIS 8
(-1) Flat-Footed AC: 19 Touch Attack AC: 11
CHA 13
(+1) BAB +4
(+10 melee, +5 ranged)
HPs 39
Languages: common (middle tongue), orcish,
abyssal, elvish
Skills: Climb +10, Intimidate +6,
Knowledge (dungeoneering) +5, Ride +5,
Survival +5, Swim +10, Linguistics +3
Orc Traits: darkvision, light
sensitivity, orcish weapon familiarity
Fighter Traits: Bravery 1, Armor
Training 1
Feats: Weapon Focus (great axe), Catch
Off-Guard, Power Attack, Cleave, Great Cleave
Weapons, Armor and Gear:
Great Axe +1,
+2 elven (fey) bane (1D12+10 damage; +12 attack; crit X3; Against fey:
1D12+2D6+11 damage; +13 attack (+2 weapon instead of +1) and crit X3)
Heavy Crossbow
(1D10 damage; +5 attack; 19-20/X2 crit) with 20 bolts and quiver
Full Plate
suit (+9 AB, -5 ACP*, +2 Dex Bonus*)
Helm of Telepathy
(detect thoughts at well; send messages at will; suggestion once/day at DC 14)
Bag of 50
GP, ten rubies worth 50 GP each
*due to
armor training
Monday, March 4, 2013
March Theme: Campaign Seeds, Abandoned Campaigns, and Campaigns that Never Were
Starting today and then sporadically throughout March I plan to stick a variety of oddities in the blog....weird campaign premises that I worked up and used once, or not at all, over the last few decades. I have quite a few like this, many of which maybe served for only a few sessions of gaming before being abandoned, others which have never even seen the light of day....until now!
Some of this is just because they're interesting and someone might find a nugget of inspiration within. Other are just....well, I like to put them in a sort of internet amber here, preserved forever more in a place other than my HDD. For example....take Dark Masques, below. Technically I did provide a bit of a write-up on this one for an old issue of TSS when I tried reviving it a few years ago, but otherwise the entire premise of Dark Masques served as the outline for a weekend-long campaign in Portland which I ran for some long time friends and co-gamers, using D&D 3.5 modified by the awesome Darkness & Dread 3PP sourcebook from Fantasy Flight. So...here you go. If I were to run this today, I'd use BRP or the "All for One" sourcebook for Savage Worlds:

Some of this is just because they're interesting and someone might find a nugget of inspiration within. Other are just....well, I like to put them in a sort of internet amber here, preserved forever more in a place other than my HDD. For example....take Dark Masques, below. Technically I did provide a bit of a write-up on this one for an old issue of TSS when I tried reviving it a few years ago, but otherwise the entire premise of Dark Masques served as the outline for a weekend-long campaign in Portland which I ran for some long time friends and co-gamers, using D&D 3.5 modified by the awesome Darkness & Dread 3PP sourcebook from Fantasy Flight. So...here you go. If I were to run this today, I'd use BRP or the "All for One" sourcebook for Savage Worlds:

Campaign: Dark Masques Act I
Time Period: 1580 Europe
Location: Tarrascon, in
Provence, France
Background: The town that
killed the legendary Tarasque, Tarrascon has long celebrated the victory over
this dragoness of evil. The Cathedral of Tarrascon, with the holy shrine and
tomb of the savior Saint Martha, is an attractive spot for holy pilgrims to
visit.
The Tarasque was allegedly killed (in the tale) three centuries earlier,
in 1280 or thereabouts. In fact, the Tarasque was not specifically killed, but
instead banished by the holy miracles of Saint Martha. It has remained a
spectral presence in the region ever since, especially the swamps near
Tarrascon, which may be haunted by the devil himself.
Indeed, the Tarasque is a dimensional being, and entity of the outer
darkness, which seeks the worship of mortals to aid in its escape. To breach
the veil of reality, it must draw humans in to its worship, and recently, this
has begun with the arrival of a warlock named Francios Callot, a man who
learned hermetic and black magic from the Tabula Smaragdina. He later met a basque
witch named Efrida, who was a true black magician and acolyte of the Tarasque. She lured him through favors
and promises of power in to studying the whispers of her outer goddess through
drug-induced slumber and astral dreams.
Adventure Opening: The PCs are all
brought in to play via their connection to one man: a patrician and scholar of
Marseilles named Sir Stephan Launet. Launet has an extensive collection
of texts, dating back centuries, as well as a fascination for the exotic. He
regularly funds foreign expeditions to Africa and the New World to recover
unique artifacts for his collections. But most recently, his most unusual
acquisition came from neighboring Tarrascon, when hunters uncovered what
appeared to be the remains of a fabulous creature, one which bore a terrifying
similarity to local tales of the Tarasque. Though it appears not unlike the
decomposed flesh of a body, it is something like a skin, shed, as if by a
reptile. The skin is hard, scaled, and bone-like. It shows evidence of a six-legged
beast, with traces of a coarse hair.
(GM Note: The
Tarasque does not truly “shed,” but instead possesses and polymorphs a host
creature in to it’s desired form on being summoned. When the summoning ends, it
leaves the desiccated corpse, drained and mutated, behind.)
Launet has contacted his likeliest allies on this matter, to
investigate. He will candidly admit that he paid his two best hunters, a
Spanish man named Navarre and a Fenchman named Golan to seek out the origin of this
creature, but he received news a week ago that they were found killed and
dismembered in the swamps outside of Tarrascon. When he sent for the bodies,
they had gone missing. He begs the PCs to investigate, and explains that he
fears that the old legends may be resurfacing. He arms the PCs with the
Reliquary of St. Martha, last to defeat the Tarrasque. The Reliquary
contains a few grains of the saint’s hair in a vial of holy water. (Provides
Protection from Evil to the bearer). He also tells them that the blessed vial
of holy water she used to subdue the beast is on display in the Cathedral named
in her honor.
Summary of Events:
- Fracois
Callot and
Efrida have formed their local cult, and with a local man named Rene
Dubois, a grave robber and necromancer, they have begun the process of
permanently reawakening the Tarasque.
- When
the PCs arrive, the graveyards of the Cathedral of St. Martha will have
recently been vandalized; someone dug up dozens of graves, including the
alleged site where the . The scandal is causing panic in the streets, and
a mob is assembling to find the culprits. The bishop of the cathedral, Bishop
Lothaire, fears the vandals seek to desecrate the tomb of Martha, and
looks to hire protection for the cathedral. He does not admit it, but
knows that the key to the hidden catacombs was stolen some time ago,
though the entrance iis undisturbed. No one has entered the catacombs in
two centuries; they were sealed away and hidden behind stone in the church
basement, after a rash of mysterious deaths in and around the cathedral
one summer.
- The
basement was compromised, but not like expected; one of the violated grave
diggings penetrated a catacomb tunnel. The necromancer and grave robber
Dubois has awakened the ghouls trapped within, and uses them now to do his
bidding: find the corpse remains of the Tarasque’s last true body, which
were scattered by the peasants in the swamplands. Meanwhile, he also seeks
a way to get in to Saint Martha’s tomb, that he might shatter her holy
water vial and steal her corpse, or at least her skull, as a means of
performing a ritual to immunize the Tarasque against counter summonings.
- Within
Tarascon, the people are fearful, as omens are afoot that evil is once
more loosed upon the town. The anniversary celebration of the Tarasque’s
death is a month away, and people suspect that the beast might seek to
return to life for revenge. A man named Richard Cuviere, a
prominent local merchant and old soldier, has started a mob on a
witch-hunt, and has suggested that the daughter of Lord Savagni, Murielle,
is really a witch. The noble and his men have protected her so far, but
soon he will have no choice but to accept the will of the mob.
- Hidden
in the swamplands lies an old castle, called Castille et la bete,
the Castle of the beast, long uninhabited and regarded as haunted. This
castle is the location of the
coven’s operations, and is guarded by a fiendish werewolf summoned by the
cabal to protect them. It is here that the pieces of the Tarasque are
being brought, festering globules of semi-sentient ectoplasm, to allow for
the resurrection of the beast on the mortal plane. It is also here that
sacrifices have been offered to bring the Tarasque to the mortal plane,
that it may possess the sacrificed victims and walk for an evening among
men (shedding the body by daylight). Each summoning has allowed the coven
to augur a portion of the ritual spell necessary to bring forth the
Tarasque, as well as imbue each member with a dark pact.
- The PCs have the following possible goals: prove the innocence of Murielle, the baron’s daughter. Prevent (or restore) the defilement of Saint Martha’s tomb. Seal the catacombs and/or sanctify it by destroying the ghouls within. Uncover the plot of the coven and the location of the summonings, castile et la bete, and prevent the resurrection of the Tarasque.
NPCs
Richard Cuviere
Veteran
level 5; HP 38, Att +6 longsword (1d8+4), AC 16 (breastplate) Lawful Neutral,
CR 5
The merchant and leader of the witch hunt,
seeking to cast down Murielle as the source of evil. His ire towards Murielle
secretly stems from the fact that he once coveted her, but she spurned him.
Murielle has been carrying on an affair with his brother, Alain Cuviere.
Murivelle Savagni
Aristocrat
level 3, Medium level 1; HP 15, AC 13, Neutral Good.
Murielle does, in fact, has a gift of second
sight, but she is very secretive about it. She is a flirt, and as yet unmarried
(she is 19), but currently has a quiet romance going with Alain Cuviere, who is
a married man and esteemed land owner of Tarascon. Her father is the Lord of
the Town.
Francois Callot Wizard 5, Chaotic Evil
Efrida the Witch Sorcerer 6, Chaotic Neutral
Rene Dubois Necromancer 5, Neutral Evil
The Werewolf of the castle of the beast
A terrifying beast, originally a soldier
names Treville, who was bitten by a lycanthrope while campaigning as a
mercenary in Germany. He fled to his homeland when the changes began, and
eventually los touch with his humanity and became a hermit in the swamps. He
has occasionally argued philosophy with the Devil of the Swamp, and he
reluctantly deals with the coven, for Efrida has promised him a cure to his
malady in exchange for his services. He could be a potential ally, if treated
right.
Ghouls
of the Catacombs (restless
dead of the original coven that tried to summon the Tarrasque –successfully-
three centuries ago, and were then entombed for their sins in the catacombs by
a vengeful mob)
The possessing manifestations of the Tarasque
Each manifestation is terrifying, and
otherwise invulnerable to most attacks. Assume they are medium-sized versions
of the usual Tarasque. However, holy water is especially repellent, and does
3d6 damage for 1d6 rounds on contact. If the beast is swayed by a holy man with
a tether to St. Martha (it fails a Will Save of DC = to holy man’s level + 10 +
Cha mod) then it will follow hypnotically.
The Devil of the Swamp
The mysterious being that has given the
swamps its reputation. What is it? None really know….but it appears as a dark,
sometimes thorny being, occasionally as a maddened hermit, and under the dark
of the new moon, as something incalculably horrifying. It can never leave the
swamp, however.
Monday, February 4, 2013
Digging into Amazing Adventures: Pulp Characters
Amazing Adventures is the latest SIEGE Engine to spin off from Castles & Crusades. Prior to this release we have StarSIEGE, Tainted Lands (more of a C&C campaign setting but with a slim mini-rulebook included), and a kid's game called "Harvest" -something (no longer up on their storefront) involving anthropomorphic animals.
The core conceit of the SIEGE mechanics is as follows:
1. It's based on the D20 OGL (so roll a D20 and add something to resolve all tasks)
2. Characters get their six stats, each of which provides a modifier.
3. You designate certain stats as "primes" which means you get a bonus on your skill, save or action checks (which have a target number called a challenge class) related to those particular attributes designated as primes. In Amazing Adventures, you get three primes, and each prime gives you a +5 modifier to challenges. Challenge classes are a base DC 15. This goes up or down based on character level (added when using a class skill/ability), the challenge level (CL), and other factors. Most of the time these are pretty swift calculations.
Got that? Okay that's the SIEGE Engine in a nutshell. Everything else is crusty detritus surrounding the chewy inner core.
Amazing Adventures (AA) provides a pulp toolkit rule book using these mechanics to let players and gamemasters design pulp action adventures based on the serial films and fiction of the 20's, 30's and 40's. It's heavy on the rocket packs and light on the dragons and maidens....although it is fully compatible with C&C, so you can mix and match if you so desire.
Perhaps as a caveat to the author's tastes, or perhaps because its a product derived from a fantasy RPG that is in turn the bastard child of yet another fantasy RPG, AA has a lot of magic in the book. The first two classes in AA are the arcanist and the gadgeteer. The arcanist is a triple class-in-one, a sorcerer supreme, or a mad cultist, or an illusionist maestro. It's the basic concept of the cleric, illusionist and wizard all rolled into one, depending on which prime stat you pick to govern your magical talent.
Arcanists
Arcanists get a resource called Manna Energy Points (MEP) which are used to power spells. As is traditional for retroclones and retro-inspirationals, characters don't just pay points and cast from an arsenal of spells, they have to memorize them in slots; rather than using slots to "pay" for spells like in C&C and D&D, the slots for AA are what's "in mind" and the expenditure of power is tracked with MEP. MEP is also gained at each level, albeit with a random D10 roll, so an unlucky arcanist could have a very low range of MEP over time. A GM who wants a low-magic setting without excluding it could arbitrarily raise or lower the min/max MEP gained per level, too.
Arcanists are a basic class, the core conceit of which is that he's able to cast magic, but the exact flavor depends on what the player wants or the campaign demands. Choosing the prime attribute (intelligence, wisdom or charisma) changes the flavor of the character as well. Beyond that, the only other real class detail is a familiarity with arcane lore. Customizing the class comes later, in the second section of AA, where we learn about generic class abilities.
Gadgeteers
Gadgeteer as a class is a catch-all for the guy with a lot of equipment that he seems able to pull out at a moment's notice. There are two flavors of gadgeteer: the guy who has someone else provide him with stuff (Batman, the Rocketeer) and the guy who does it all himself on the fly (The Shadow or The Green Hornet, maybe).
Gadgeteers get a number of build points that they spend on and tie up in their gadgetry. The first oddball "glitch" I ran into with AA was here, although its not a big one, necessarily; a player spends gadget points to buy "spells" which he then defines as a physical object (description left up to player and GM to hash out). Sometimes they are temporary (spent on the fly) and sometimes they are permanent. You recover gadget points spent on temporary devices.
A gadgeteer can only ever make on the fly gadgets that emulate zero level spells. There's not a lot of guidance on how, say, a prestidigitation gadget might work, or a mage hand gadget....is it literally functioning like the spell, or just mechanically? This is, admittedly, an old-school territory where such interpretations are up to the GM and the player to negotiate, but I personally would have been very happy if each spell entry had included a short description of what its gadget equivalent might look like.
Gumshoes
The gumshoe is a bag of messy tricks, including climbing, investigation, revolver tricks, punchy take-downs, and an attitude. The gumshoe is the first of several more conventional classes, with a standard suite of C&C style class skills. The gumshoe eventually earns a built-in adversary, a certitude that his daring deeds will earn the emnity of someone, regardless of how many ventilated hooligans he leaves in his wake.
If I were to equate this class to one from C&C, I'd identify it with the ranger.
Hooligans
Speaking of hooligans, here's the actual class. The counterpart to the gumshoe, the hooligan is the rogue of AA, a rough and tumble medley of all the grifters, thugs, mafia men and tough guys you see in the era of the pulps. His main distinguishing trait isn't really even a class feature, being that this class doesn't usually lend itself to a lawful nature. Hooligans are another conventional "class skill" style C&C build, with a range of features that include dirty fighting take-downs, sneak attacks, casing joints and other tropes of the archetype. Yes, they are the modernized iteration of the C&C rogue.
Mentalists
This is the first unique class to the game, one which looks nothing like what has come before in C&C. The mentalist earns psionic powers, which are gained at specific levels, and can function very much like class skills. The entire concept is a great use of the SIEGE style class building process, with some extremely customizable options. Forget pulp adventures for a second....this class has within it the nuggest of a great Psiworld style campaign, something really cool and unusual. I would feel strongly tempted to eliminate the arcanist class entirely in a pulp era setting, directing players instead to the mentalist (and getting rid of the arcanist will make the gadgeteer that much more useful and distinct, too).
The mentalist is a concept that I hope future C&C books also seek to explot; it's something that could work well in a number of genres and contexts.
Pugilists
The pugilist class is what happens when you rename the monk class. I mean, its not an exact translation, but fairly close. The pugilist might work well in some capacity to model the fist fighting pulp warriors of old....I'd throw some levels of this class on the Phantom and the Shadow, for example (and Batman circa 1938 definitely) so as you might imagine this class is useful for that part of the venn diagram where comics and pulps merge. That said, its a strong, focused build class aimed at making the pugilist better with his fists than anyone else.
Raiders
After the Mentalist we have raiders, those daring adventurers writ large by the likes of Doc Savage and Indiana Jones. The raider class is distinctly "pulp," not that the others aren't....it's a class that primarily exists in a specific frame of time and within the even more specific context of adventure fiction and film. Real world pot hunters and archaeologists are not nearly this exciting. Raiders have a medley of odd skills (cryptolinguist, disguise, climb, survival, traps, and a favored weapon) that just screams "Indiana Jones!"
Socialite
The bard...er....the socialite is a clever manipulator and inspirational cheerleader. It's basically a reskinned bard, but with a tone and feel aimed more for a saucy socialite madame than a guy with a lyre and sword.
Now for a few other points to address about how AA works:
Class/Level Mechanics: in case it wasn't already obvious, this is one of those games where you start at level 1 and accrue XP until you hit level 2 and so on. This means that the classes dole out abilities and perks (like better hit points, attack bonuses and such) by level. A system such as this will feel uncomfortable to someone used to a more organic system like Hero or GURPS. As an example, under these mechanics if you did, say, want to build a gadgeteer who was emulating the Rocketeer, you'd need to get him to at least high enough level to build a gadget that emulates the fly spell. Then you'd need to argue with the GM about whether or not "fly" properly models the kind of gadget you have in mind.
(correction! Per Jason, and as I will point out next article, you ignore level restrictions on gadgets at character creation)
Alignments: Yes, alignments are baked in, albeit they could be rendered optional for the most part if you so desired. The alignments feel out of place to me, so I admit I'd have preferred a more modernized morality/personality mechanic, but YMMV on this.
Class Customization Options: A lot of the core class concept gets modified by additional optional class skills that you can swap out (or even spell slots/gadget points). One could be forgiven for overlooking this when studying the class options, but its actually the "meat and potatoes" of what makes the book really interesting. There are a huge variety of class abilities, detached from the classes themselves, which you pay for in ability swaps. Your range of options are more diverse than just feats; you can take the pugilist, for example, add the myriad animal related feats to get a Tarzan-like dude. You can (unfortunately) take the arcanist or gadgeteer classes and decide you don't really want to be an arcanist or gadgeteer and use their spell slots and gadget points respectively to bulk up on all sorts of optional class abilities. It's a weird and cool system all at once, but like with gadgeteers earlier, there's going to be a necessary give-and-take between player and gamemaster to insure that this system is not abused.
HUGE GRIPE: unrelated to the system, but as I was writing this the pages of my brand new book started to fall out. What The Hell. This isn't Mongoose publishing, guys! Grrrrrrr. In their defense I have never had a Troll Lord Games book come apart before, but....grrrrr. Just. GRRRRRR!
Next: The rest of the game, some example character roll ups, and more. Unless the rest of the book completely comes apart on me.

Friday, October 14, 2011
Orcs of Lingusia Part Two: The Pathfinder Warlords Era Orcs

To provide equal time to Pathfinder, I offer up the Orcs of the Warlords Era of Lingusia! This material is from the same source as the earlier work, but modified to reflect the different game system (Pathfinder) and timeline (Warlords era 3,500 aw). I will be publishing more Warlords Era content soon, to offer a better frame of reference for this particular time of adventure, which is also the definitive default campaign for all of my Lingusia tales these days.
Orcs of Lingusia: Warlords Era (Pathfinder Statistics)
As in most other eras, the orcs in the Warlords Era are vast in number and strength, but lack unity or direction. Vast hordes occupy the ever-expanding Halale Wilderness and Mitra's Forest, fighting regularly with the people of Octzel and Pheralin. Mercenary remains an honorable profession for most orcs who wish to interact with other races, or to make a name for themselves. Among cities of the Middle Kingdoms, only Golmadras and Saberhaven allow orcs as regular citizens who intermix with the common human population, although there are orcish barrios in Malas, Saddikar, and Hyrendan as well. The grey orcs have a strong enclave in the city of Saberhaven in the Halale Wilderness of Octzel's unclaimed wilderland, as well, and maintain a strong alliance with the humans of the region.
Orcs come in a variety of “flavors” or “colors” in Lingusia, with the tone of their skin and nature of their character defining their tribal and racial relations. Despite 1,800 years of interbreeding and intermarriage among the orcs with their own kind and other demihumans, the predilection of the race toward homogeneity that some scholars once suspected in the Old Empire of Hyrkania has not come to pass, and if anything the many breeds and looks of the orcs have gotten even more diverse. However, the era of the Plague of Unarak led to a decimation of certain orcish populations; the deo’dell orcs of the Great Plains, for example, were believed wiped out during that time. Today, most orcs are known to belong to the traditional clans of the blue orcs (blyskanyu), grey orcs (glythanyu), red orcs (thyzakkoni), white orcs (fell manorg) or green orcs (amenanyu). “Anyu” is the orcish word for their own kind, although it’s literal translation means the pieces, a reference to their mythical belief that the mad idiot god Baragnagor assembled their kin together from the parts of other beasts. The word orc itself is ancient elvish for the betrayers, though none no longer know why this appellation is used by the fey to refer to the orcs, not even the elves.
Personality and Appearance: Orcs are universally bestial, with pronounced alligator or pig-like snouts, flaring nostrils, jagged teeth, beady black eyes, and smooth, leathery skin. The many different colorations of the orcish sub races reflect the tint or hue of skin, and while most orcs have some stubbly hair growth, only Fell Manorg have full fur coats. Most orcs average around 5 and a half feet to 6 feet in height, but Black Orcs stand at around 7 feet.
Half Orcs: Half orcs are an unfortunate byproduct of orcish raids against humans, and human and elvish women are often secured when they are short of their own females (indeed, there is usually one female orc for every four male orcs born). Because of this shortage, lesser orcs often take slaves of women from other demihuman groups and produce children from them. These children are usually regarded as orcs, albeit with more distinctly humanoid features, but if they look close enough to human or elf (by orc standards) they are usually cast out as being too pure of fair blood. These castoffs are what most people regard as half orcs.
Relations: Orcs are generally reviled in most lands, but are considered acceptable neighbors and citizens by the Southern Hyrkanian city states. The Ashtarth see orcs and goblinoids as useful fodder, while the orcs pride themselves on their mercenary talents. Octzellans see orcs as a threat in the Wilderness of Halale and find allies only in the more civilized grey orcs of Saberhaven. Fell Manorg orcs in the north are considered the mortal enemies of the Autrengardians. Amenanyu dwell in remote islands throughout the Sea of Amech, and war regularly with the humans of the region.
Religion: Orcs worship many gods and beings. All orcs revere Baragnagor as the creator god. Baragnagor, the idiot beast god, was said to have tried to mimic the other creator gods by forming his own mortal creation, but all he could do was create formless lumps of inert clay. Instead, Baragnagor took the animals and beings of the world and mashed them together, creating the many chaoskin. Orcs claim to have the heads or aggressive crocodiles and swine, the bodies of powerful apes, and the cunning minds of wolves. This animal totemism is carried to an extreme by the Blyskanyu tribes, for which each clan takes on a specific animal as a spirit guide.
The Gray Orcs are an exception to the rule of worship, as millennia ago there was a conversion of the glythanyu tribes to the benevolent agrarian god Seth, although this dedication has since moved on to the demiurge Nymrador, who was once the champion-avatar of Seth, and who ascended to godhood (it is said) after he took revenge upon teh Shadow Pantheon of Unarak for the murder of Seth. Likewise, the Thyzakkoni orcs are said to have forsaken other gods for Set, the deceiver, who granted them mastery of dark magic in exchange for eternal worship. All red orcs are thus marked with unusual serpentine characteristics and eyes.
Language: All orcs know their native tongue, and some know others (see below). Orcs have fairly easy access to other chaos-kin tongues, sometimes called the Vandal tongues, as well as other racial languages of the Underworld.
Names: Orcs like names that exemplify their skill and prowess in battle, and terrify their enemies and rivals. The native form of their tongue sounds guttural, beastly, and is hard for humans to pronounce. They will often go for a translated name when among humans to ensure they know what the name means. The native and translated forms are both suggested below. Female orcs, rarely encountered outside of their highly patriarchal and misogynistic tribes, speak a different feminine dialect and prefer to name themselves after their own heritage, and things in nature. Finally, all orcs find their tribal name to be important, and attach it at the end of their title.
Tribal Names: Bloody Hands, Poison Claws, Chaos Spirits, Demon Wolves, Harrowers.
Translated Names: Killer of Halflings, Eater of the Dead, Wolf Runner, Elf Slayer, Smashingskulls, Spinning Spear, Rending Guts.
Gutteral Translation: Okai, Agrabud, Gazkath, Vyghoar, Raghach, Megroath, Gobban.
Female Names: Syba, Trythabin, Shemi, Vryllats, Meerkas, Chem.
Adventurers: There are some orcish professions which allow orcs to interact with men and not find themselves constantly in conflict. Orcish mercenary companies are an unpleasant but accepted norm in the Octzellan lands, and are greatly valued in Southern Sendral and Golmadras. Indeed, orcs are considered acceptable citizens in Golmadras, which also recruit from the chaos-kin for cheap shock troops. Orcs move freely amongst the societies of the Underworld, as well, and can always find a safe haven in their controlled territories, which include the Halale Wilderness and Mira’s Forest, the Silver Mountains, some tracks along the Greyspire Mountains, and large expanses in the north in Enarrion. There are several islands in the Sea of Amech controlled entirely by orcs, as well.
Orcish Characters
Half-orcs and orcs can be played in Pathfinder using the standard racial rules as given in both the Core Rules and the Bestiary; apply the following modifiers by racial subtype if desired.
Glythanyu, Gray Orcs
The surface dwelling gray orcs are the most acculturated with humanity, and are the likeliest source of half orc cross breeds brought about by voluntary relations (yes, amazingly). They are remarkably agreeable being as orcs go, with a culture dominated by a sense of pride and a belief that though they were, indeed born of an idiot god’s confusion that they can aspire to be much more.
In the Warlords Era of Lingusia Gray Orcs are found in the westerlands of the Middle Kingdoms as mercenaries and soldiers by trade, dwelling in small forest and mountain communities that center on the preservation of their kind. The gray orcs are dedicated to the demiurge Nymrador, a paladin chosen by the old god Seth who all gray orcs believed touched their species with a singularly unique pair of gifts: honor and conscience. Grey orcs are the principle race and rulers of the city fo Saberhaven, located along the eastern tip of the Dragonspine Mountains in the Halale Wilderness. They are ostensibly a client state that holds fealty to the northern king of Octzel, but in truth they are the masters of their own dominion and the only reason that any overland trade survives in the Halale Wilderness between northern Octzel and southern Pheralin.
Gray orcs are distinguished by their more humanoid looking features, with the shortest snouts of their kind amongst the men. Female gray orcs rarely have distinct snouts at all, but pronounced tusk-like incisors instead. They have dusky gray skin and patchy hair, usually gray or white.
Dedicated: Gray Orcs may become paladins as servants of Nymrador; in fact, only gray orcs may revere Nymrador (and receive benefits of any kind).
Surface Dwellers: Gray orcs have lived on the surface for so long that they have lost their light sensitivity.
Blyskanyu, Blue Orcs
The barbarian tribes of the blue orcs are strongest within the Halale Wilderness and Mitra’s Woods, and they have a long, sordid history as rising to the occasion for any chaotic armies that need assembly in the name of evil. Blue orcs are the most tribal and violent of all the orcish tribes, though a few noted individuals in history have outgrown their violent heritage. Blue orcs are mostly barbarians, although they have many shamanic clerics dedicated to various demon gods and Baragnagor especially. Long ago the blue orcs worshipped the dread god called the Kraken, located in deep caverns beneath Old Chegga, but in the centuries since the Long Darkness after the fall of the Hyrkanian Empire the Kraken began to move, winding its way through the caverns for an unknowable purpose, a protean somnambulist of evil, until it at last found its way to the open waters of the Inner Sea. The loss of the Kraken affected many orcs, who sought other entities of darkness to worship and gain power from, and it is said that these shamans of the bue tribes turned to a dark power dwelling beneath the central plateau lands of southern Octzel, a being they call the Blighted One.
Blue orcs are the most bestial in appearance of their kind, often with great guts and massive craws hanging beneath their long pig-like chins. Their women are just as notoriously disgusting, although occasional tales abound of valorous gray orcs “liberating” female blue orcs who are actuall comely (by gray orc standards) from their blue orc clansmen who deserve, according to the gray orcs, only the most porcine and protuberant female kin in their bed skins.
Blue orcs are the most bestial in appearance of their kind, often with great guts and massive craws hanging beneath their long pig-like chins. Their women are just as notoriously disgusting, although occasional tales abound of valorous gray orcs “liberating” female blue orcs who are actuall comely (by gray orc standards) from their blue orc clansmen who deserve, according to the gray orcs, only the most porcine and protuberant female kin in their bed skins.
· Blue orcs receive a +2 racial modifier to Knowledge-Nature skill checks related to or in their native lands of Mitra’s Forest and the greater Halale Wilderness.
Thyzakkoni, Red Orcs
The Red orcs are a distant off-shoot of orcs that are dedicated to Set, the god of evil, and they are the most magically gifted of their kind. The Red orcs have the smallest overall population, being conservative in their breeding efforts, though ironically they are the only orcs who have a proper balance of males to females, as well. These orcs are spread among many tribes, and seek power in the control of their lesser kin, rather than the consolidation of their tribes in to concentrated power groups. Some believe their magical talents have a side effect of making it difficult for red orcs to produce offspring, but others more rightly suspect that the dilution of the blood with their lesser kin is the real result of so few of their kind.
Red orcs are the least bestial of their kind, with more ape-like faces and bodies than other orcs. Red orcs are the only scaled orcs in the world, and they have noted featues such as forked tongues and serpentine eyes as well, due to their prolonged worship of Set andinteraction with serpent men, it is believed. They are exceptionally gifted with magic, and few of their kind are unable to perform at least a few simple spells.
· Red Orcs are treated somewhat differently than normal orcs, and have normal average intelligence (do not apply any penalty at character creation).
· They get a +2 racial modifier to the bluff and intimidation skills; though they tend to be no more charismatic than other orcs, red orcs are known for their skill at lying and manipulation.
· Red orcs are commonly gifted with arcane or divine talent. Regardless of starting class, a red orc character must choose wizard, sorcerer, cleric or some other spell-casting class as his favored class provided his minimum stats allow for spell casting. Red orcs that are incapable of spellcasting are outcasts and usually condemned for their lack of talent, seen as an affront to Baragnagor or the demon gods.
Gul’Hlath, Black Orcs
Amongst the many species of orcs are occasionally born anomalous greater orcs, the Gul’Hlath, called black orcs for their blackish tar-colored skin. These are chaos infused beasts, great in strength, and they are coveted for a military prowess that seems inherent.
Black orcs are born of other orcish stock, and when this happens, they are almost always seen as a gift from Baragnagor. Only a few orcish chieftains will kill such babies outright, usually in fear, and only if they can get away with it. Usually, the child is immediately taken from the parents and put in to a warrior’s fraternity, such as the Bloody Hands or the Screaming Skulls, and they become powerful warriors in short order, destined to rule the tribe as a warlord in the future.
Black orcs have been very rare since the era of the Cataclysm, and amongst those few eccentric scholars who study orcish culture, it is suspected that their perverse kind may have been a product of infusion with an unborn orcish child and a demonic soul for unknown purposes.
The following benefits apply to Pathfinder only:
· Black orcs have normal Intelligence and Charisma (no penalties) unlike normal orcs.
· +2 natural armor bonus
· +2 racial modifier to intimdation and diplomacy
Fell Manorgs, White Orcs
The northern orcs are a plague amongst the Autrengardian northern kingdoms, and are much like the Blyskanyu except for their more primitive tribal societies. Fell Manorgs are best described as being somewhat yeti-like, hairy white-furred beast men with beady black eyes and white-gray leathery skin underneath. They molt in the Summer and travelers in the north look for signs of their shed fur as a warning. Fell manorg are in all respects like normal orcs otherwise.
· Fell Manorg receive a +2 racial bonus to stealth checks in a snowy environment.
· Fell Manorg are an isolated and xenophobic lot, and receive a -2 modifier to all diplomacy skill checks when dealing with other demi-humans.
· Fell Manorg may never start with another language other than orcish, goblin, minotaur, giantish or draconic.
· All Fell Manorg start off illiterate (which precludes them from starting at 1st level as a wizard), and must spend skill ranks in Linguistics to buy this off, at the cost of one rank per spoken language.
· Fell Manorg who choose to be Rangers usually take humans as their favored enemy. Such rangers are known as a special order of warriors among the white orcs called the Thro’Skaldar, and they revere Wolfon, lord of the hunt.
Amenanyu, Green Orcs
The goblinoid green orcs of the Sea of Amech are savage primitives, dwelling both above and beneath the surface of their remote islands, warring unceasingly upon man. They are degenerate throwbacks, but considered by some the closest to the progenitor god Baragnagor. Amenanyu are almost always barbarians when choosing a class. It is common in the this era for green orcs to seek out the worship of the dead god Belphegor, whom they seek to restore to life; their shamans are said to commune with the spirit of this dead immortal demon-turned-god.
Amenanyu are so crocodilian in their facial features that they are sometimes mistaken for short lizardmen. Their lack of scales and excessive body hair usually gives away their true natures, however.
· Green Orcs are natural experts at jungle camouflage and survival, and receive a +2 racial modifier to all Nature, Stealth and Perception rolls in a jungle environment.
· Green Orcs are very disagreeable with other demi-humans, and receive a -2 Diplomacy skill modifier with all normal demihumans and humans (but not other orcs and monsters).

Art by Jang Keung Chul
All text copyright 2011 by Nicholas Torbin Bergquist, All Rights Reserved

Art by Jang Keung Chul
All text copyright 2011 by Nicholas Torbin Bergquist, All Rights Reserved
Tuesday, August 30, 2011
The Forlorn Temple Awaits! Now In Pathfinder Flavor
My first Pathfinder-labeled product is now out, hot off the virtual press. It's a short module, a dungeon delve in "Warlords of Lingusia" flavor that is my test bed product for a new series of PDFs I have been working on over the last several months. The idea is to release alternating scenarios and setting books, preferably one or two a month (although actual rates of release will vary wildly, knowing my own limits), with each book providing a slice of content on the Warlords of Lingusia setting. This was the first book; the second book will be the first "setting book" on schedule, and will focus on the region of Golmadras, a land once occupied by elves and now dominated by a cruel empire dedicated to a self-proclaimed god king.
Warlords of Lingusia will be an interesting treat to showcase. It's a direct successor to the Keepers of Lingusia campaign setting, but with the timeline spun forward more than a thousand years. In that thousand years a variety of dramatic events have shaped the very nature and geography of the world, the mystery of the ancient, cthonian Skaeddrath has at last come to light, and the divine politics of the gods have changed--for the worse. I see the Warlords Era of Lingusia as my "modern baby," a sort of reimagining of my original setting through my current sensibilities, while still remaining "canon" to my original campaigns from many years ago. Of course, the continuity of my own campaign is of little concern to anyone other than myself....so the idea is to make these new books both internally sound for my own sensibilities while writing them to be as accessible as possible to gamers who have no concern about such esoterica.
As a free bonus, I am going to add another 4E monster to the roster here. Specifically, it's a 4E adaptation of the Big Bad and its artifact at the end of the module. Enjoy!
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