Monday, 30 July 2012

D is for Dragonblood

The dragonblood were another original race for the Patchwork World of Porphyra created by  Perry Fehr for the fifth volume of Fehr's Ethnology. I think its is also our best selling issue of the Ethnology series.


Dragonbloods are humanoids of mostly elven or human stock that have manifested a dominant taint of their ancestor dragon’s blood. Less than a half-dragon, and far more able to blend in with typical society, the dragonblood are a race unto themselves, surfacing an unknown number of generations after the original mating of dragon and two-legger. The resurgence of draconic power in these beings gives them power and abilities beyond those of their stock race, or at least different, and takes them in directions definitely divergent
from the society around them. It is possible that some of the magnetic figures in history were secretly dragonbloods, and that some of the great personages that were so bold to claim the blood of great wyrms actually did possess powers granted by a draconic ancestor.


Dragonblood Racial Characteristics
Dragonblood characters are defined by class levels and the following racial characteristics.
+2 Constitution, +2 Charisma, -2 Wisdom: Dragonbloods are hardy beings with strong personalities. Their brazen natures often make it difficult to pick up on subtle clues in others’ behaviors.
Medium: Dragonbloods are Medium creatures with no penalties or bonuses due to size.
Normal Speed: Dragonbloods have a base speed of 30 feet.
Dragon Guile: Dragonbloods gain a +1 racial bonus on Bluff and Diplomacy checks.
Dragon Magic: Dragonbloods gain a +2 bonus to caster level checks to overcome spell resistance with word spells. In addition they also receive a +2 racial bonus on Spellcraft checks to craft magic items.
Gatecrasher: Dragonbloods gain a +2 racial bonus on Strength checks to break objects and a +2 racial
bonus to the sunder combat maneuver.
Natural Armor: Dragonbloods’ skin is toughened and occasionally shows patches of scales. They gain a +1 natural armor bonus.
Poison Resistance: Dragonbloods gain a racial bonus against poison equal to one-half their Hit Dice (minimum +1).
Languages: Dragonbloods begin play speaking Common and Draconic. Dragonbloods with high intelligence scores can choose from the following: Auran, Dwarven, Elven, Gnome, Halfling, Ignan or
Sylvan.


Dragonblood Inquisitor by Michael Scotta
Rhyatha the Wanderer
Female dragonblood inquisitor (infiltrator) of Rajuk Amon-Gore 7th
CE Medium humanoid (dragonblood)
Init +1; Senses Perception +2
DEFENSE
AC 12, touch 9, flat-footed 11
(+2 armor, -1 Dex, +1 natural)
hp 56 (7d8+21)
Fort +8, Ref +1; Will +9; +3 vs. poison, +7 vs. truth-telling spells
OFFENSE
Speed 30 ft.
Melee mwk bardiche +7 (1d10+1/19-20) or +1 short sword +8 (1d6+2/19-20)
Spell Attacks bane, judgement 3/day
Infiltrator Spell-Like Abilities (CL 7th, concentration +9)
   At-will - detect alignment
   1/day - misdirection
Infiltrator Spells Known (CL 7th, concentration +9)
3rd (1/day) - magic circle against chaos, searing light
2nd (4/day) - confess (DC 14), cure moderate wounds, early judgement (DC 14), weapon of awe
1st (5/day) - bless, cure light wounds, doom, linebreaker, weapons against evil
0th (at-will) - bleed, brand, detect magic, disrupt undead, light, resistance
Inquisition Heresy
STATISTICS
Str 12, Dex 8, Con 16, Int 10, Wis 14, Cha 15
Base Atk +5, CMB +6 (+8 sunder); CMD 17
Feats Coordinated Defense (B), Combat Medic(B), Martial Weapon Proficiency (bardiche), Iron Will, Skill Focus (Bluff, Diplomacy)
Skills Bluff +18, Diplomacy +18, Intimidate +15, Heal +12, Knowledge (religion) +10, Stealth +9; Racial Modifiers +1 Bluff, +1 Diplomacy
SQ blessed infiltration, cunning initiative, dragon magic, forbidden lore, gatecrasher, guileful lore, necessary lies, righteous infiltration, solo tactics
Languages Common, Draconic
Combat Gear potion of cure moderate wounds (2)Gear +1 padded armor, phylactery of faithfulness, holy symbol of Toma Thule, unholy symbol of Rajuk Amon-Gore, up to 600 gp in additional gear.
DEMOGRAPHICS
Deity Rajuk Amon-Gore
Homeland Kingdom of Avandrool

Rhyatha was born and quickly orphaned in the plaguelands known as the Kingdom of Avandrool. Rhyatha lived in the dark alleys and disease strewn streets that once might have been home to Rajuk Amon-Gore himself. Killing to survive she was quick inducted into the Rajuki Dancers. Though she was skilled at killing all she could sense was weakness and laziness within her guild superiors. If there is one lesson that all faithful of Amon-Gore must understand is that sacrifices must be made for strength to flourish.
   After decimating the ranks of the Rajuki Dancers of the false faithful, Rhyatha has moved abroad to seek out an test the followers of Rajuk Amon-Gore wherever they hid. With the aid of travelling heroes she has been able to hid her true motives and use them as valuable fodder in the cleansing of the Last Dancer's faith while working to subtly corrupt the heroes along the way. She wears a phylactery of faithfulness to guide her actions to allow her to pretend to be good more effectively.




Thursday, 26 July 2012

D is for Dhosari

The dhosari are an original race for the Patchwork World of Porphya created by Perry Fehr for the fourth volume of Fehr's Ethnology. The dhosari are strange looking humanoids with two torsos stacked on top of one another. Scott Ackerman called them humanataurs on my G+ thread.


The dhosari (singular and plural) are a bizarre, ancient race that are the original inhabitants of the island of Erkusaa. They have been enslaved for millennia by the erkunae, a near-human race that has gained power through arcane pacts with extra dimensional beings. Dhosari are a large, strong race, but have little magical power and have been used as house slaves and shock troops by their masters; in the recent past they have established a few, small, independent communities on nearby islands and on the mainland. They have four arms that enable them to do tasks unheard of for normal bipeds. If the dhosari gain their freedom, and the acceptance of the core races, they might achieve a golden age of their own.



Dhosari Racial Characteristics
Dhosari characters are defined by class levels and the following racial characteristics.
+2 Strength, +2 Charisma, -4 Wisdom: Dhosari have the strength befitting a double-bodied race, and their millennia of slavery have developed personalities easy to like but lacking in willpower. The modifiers
to ability scores from Large size have already been calculated.
Large Size: Dhosari have an upper torso extending from the shoulders of a fully human sized body. They take a -1 penalty to their AC, a -1 penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a -4 penalty on Stealth checks. They take up a space that is 10 feet by 10 feet and have a reach of 5 feet. Armor for dhosari costs double normal, and may need special fitting.
Normal Speed: Dhosari walk rather gingerly on their lower arms and hind legs, and have a base speed of 30 feet.
Quadribrachial: Dhosari have 4 arms and two legs, but typically move about on their lower set of arms and their hind legs, and their legs are not capable of full extension. They gain +4 to CMD against trip attempts, use weapons as if they were Medium (instead of Large) and gain +2 bonus to Climb. If they take a full-round action to rear upward, they can bring all four arms into play, but suffering -1 on all ability checks and to-hit rolls while doing so. 
Songslave: One of the chief tasks of dhosari slaves is entertaining their masters. They gain a +2 racial bonus on a Perform skill of their choice. 
Paricharka: Dhosari are typically bonded with an erkunae child or a dignitary as a type of guardian, and keep this habit even when free. If this bond target (bacca in erkunae idiom) is visibly targeted with an attack, the dhosari gets +1 on attack rolls against that aggressor. A full 24 hours must pass before a dhosari can change the bond target. 
Languages: Dhosari in captivity as slaves were allowed to speak only Common. Dhosari of high intelligence were sometimes taught other languages by their masters, and free dhosari could learn, as well. They can choose from the following: Protean, Giant, Abyssal, or Celestial.

Perry built the dhosari back before the Advanced Race Guide so I'll take a moment to go through the numbers here.

0 - Humanoid - albeit strangely shaped, dhosari do not possess the senses of the other races and are still susceptible to a wide form of magic so they are humanoid at heart.
0 - Normal Speed - Moves at 30 ft. per round
7 - Large Size - Dhosari are large size and possess many of the traits possessed by larger creatures. According to the ARG we should get +2 Str, -2 Dex, plus normal size modifiers. One of the major drawbacks of the dhosari is that they must use undersized weapons which dramatically reduces the combat benefit from being large.
-1 - Weakness: The dhosari gain +2 Dex, +2 Cha and -4 Wis. The +2 Dex is negated by size and +2 Str is gained from size.
3 - Quadrabrachial - +4 CMD vs. Trip, +2 climb, possible multiweapon fighting with a penalty. This is kind of hard to rate (2 for the Climb bonus, +4 vs. Trip is 1/2 of Stability so I'm going to rule 3 points)
2 - Songslave - Skill Bonus
1 - Paricharka - This is similar to the Hatred offensive trait.
0 - Xenophobic - Common is the racial language of the dhosari.

In total the dhosari come out at 12 RP, if you feel that undersized weapons are not a penalty. I think undersized weapons should count as at least -1 if not -2.

Even though the dhosari have an additional set of torsos, arms, hands and finger they are not able to use any more magic items than a human character could.

Dhosari slave by Gary Dupuis
Reeni
Female dhosari commoner 3
N Large humanoid (dhosari)
Init +1; Senses Perception -3
DEFENSE
AC 11, touch 11, flat-footed 10
(+1 Dex)
hp 13 (3d6)
Fort +1, Ref +2, Will -2
OFFENSESpeed 30 ft.
Melee dagger +1 (1d4+1/19-20)
Special Attacks paricharka
STATISTICS
Str 12, Dex 12, Con 10, Int 11, Wis 5, Cha 15
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Skill Focus (Perform [string instrument], Profession [servant])
Skills Climb +3, Perform (string instrument) +8, Perception +5, Profession (servant) +6; Racial Modifier +2 Climb, +2 Perception
SQ quadribrachial
Languages Abyssal, Common
Gear none
DEMOGRAPHICS
Faith elementalism
Homeland Erkusaa


Reeni is a slave to one of the many noble Erkunae houses. Her owners are reasonably kind and refer to her in private as a servant. She is a skill musician and endeavours to do her job well and protect her owners interests. There are far worse owner to belong to on the Mist Shrouded Isle of Erkusaa. 


Purple Duck Note: I played a dhosari paladin in the playtest of Purple Mountain - Level 3 which should be out in August. From this I learned two important things.


1) I suck at playing a paladin
2) Its sucks to be large when you are crawling around tunnels. 




Wednesday, 25 July 2012

D is for Dhampir

By the Core
Dhampirs are the half-living children of vampires birthed by human females, dhampirs are progenies of both horror and tragedy. The circumstances of a dhampir’s conception are often called into question but scarcely understood, as few mortal mothers survive the childbirth. Those who do often abandon their monstrous children and refuse to speak of the matter. While some speculate that dhampirs result when mortal women couple with vampires, others claim that they form when a pregnant woman suffers a vampire bite. Some particularly zealous scholars even contest dhampirs’ status as a unique race, instead viewing them as humans suffering from an unholy affliction.


As designed in the Advanced Race Guide, Dhampir are an 11 RP race.



Dhampir Racial Characteristics
+2 Dexterity, +2 Charisma, –2 Constitution: Dhampirs are fast and seductive, but their racial bond to the undead impedes their mortal vigor.
Dhampir: Dhampirs are humanoids with the dhampir subtype.
Medium: Dhampirs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Dhampirs have a base speed of 30 feet.
Senses: Low-light vision and darkvision 60 feet.
Manipulative: +2 racial bonus on Bluff and Perception.
Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Light Sensitivity: Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.
Dhampir Spell-Like Ability: A dhampir can use detect undead three times per day as a spell-like ability. The caster level for this ability equals the dhampir’s class level.
Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Languages: Dhampirs begin play speaking Common. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic).



On Porphyra
I think Dhampir will presented in a different light. As the is an Empire of the Dead in which they can thive and flourish without the scorn or hardship they would see in more human lands. I don't really think I'd make a lot of changes to the dhampir racial characteristics except to allow dhampir to swap the manipulative characteristic with the vampiric empathy characteristic if they wished.


Vampiric Empathy: Though dhampirs often relate poorly to humanoids, some share an aff inity with baser creatures. These dhampirs gain the ability to communicate with bats, rats, and wolves as if under the effects of a speak with animals spell (caster level equal to 1/2 the dhampir’s Hit Dice). In addition, they gain a +2 racial bonus on Diplomacy checks when dealing with these animals. Whenever these dhampirs initiate an exchange, animals begin with a starting attitude of indifferent. This is a supernatural ability. This racial trait replaces manipulative.


And maybe tweak his spell-like abilities because coming from an area like the Empire of the Dead, it is kind of silly to be able to cast detect undead 3/day. Instead, I think I'll go with our creature of the night variant ability from Monstrous Races: Second Horde with subtle modification.


Creature of the Night: Dhampir born from powerful vampires have a greater bond with creatures of the night. Dhampir with with a Charisma score of 11 or higher receive the following spell-like abilities once per day: call animalcharm animal, and speak with animals. These spell-like abilities only work for bats, rats, and wolves. This racial trait replaces the dhampir spell-like ability racial traits.


Dhampir Ambassador by Matt Morrow
Ambassador Aronis of the Empire of the Dead
Male dhampir bard (court bard) 7/master spy 3
CG Medium humanoid (dhampir)
Init +3; Senses low-light vision, darkvision 60 ft.; Perception +16
DEFENSE
AC 17, touch 13, flat-footed 14
(+4 armor, +3 Dex)
hp 48 (10d8)
Fort +4, Ref +11, Will +12; +2 disease, mind-affecting; +4 bardic, language-dependant, sonic
Defensive Abilities resist level drain
Weaknesses light sensitivity, negative energy affinity
OFFENSE
Speed 30 ft.
Melee +1 rapier +11/+6 (1d6/18-20)
Ranged mwk dart +11 (1d4)
Special Attacks bardic performance (20 rounds; move action; distraction, fascinate [DC 17], mockery,  satire, suggestion [DC 17]). sneak attack +1d6, wide audience
Spell Like Abilities (CL 10th; concentration +14)
   2/day - magic aura (non-magical only)
   1/day - call animal*, charm animal* (DC 15), speak with animals*
* bats, rats and wolves only
Bards Spells Known (CL 7th; concentration +11)
   3rd (2/day) - aura of the unremarkable (DC 18), envy (DC 18)
   2nd (4/day) - blindness/deafness (DC 16), enthrall (DC 17), hidden speech, memory of love (DC 17)
   1st (5/day) - beguiling gift (DC 16), charm person (DC 16), cultural adaptation, friendly face (DC 16), unnatural lust (DC 16)
   0th (at-will) - ale to water, alter taste, dancing lights, detect magic, prestidigitation, read magic
STATISTICS
Str 10, Dex 16, Con 10, Int 10, Wis 14, Cha 18
Base Atk +7; CMB +7; CMD 20
Feats Deceitful, Iron Will, Spell Focus (enchantment), Vital Strike, Weapon Finesse
Skills Bluff +30, Diplomacy +11, Disguise +24, Knowledge (history) +3, Knowledge (local) +3, Knowledge (nobility) +13, Perception +16, Perform (act) +14, Perform (oratory) +14, Sense Motive +22; Racial Modifiers +2 Bluff, +2 Perception
Languages Common
SQ art of deception, glib lie, heraldic expertise +3, mask alignment, master of disguise, superficial knowledge, versatile performance (oratory - Diplomacy, Sense Motive; act - Bluff, Disguise). well-versed
Combat Gear potion of cause moderate wounds (2), vial of shiversheen; Gear brooch of shielding, cloak of resistance +1, courtesan's ring, key of lock jamming, mithral shirt, wolf (named Umbra) plus clothing and jewellery befitting his station.
DEMOGRAPHICS
Deity Yolana
Homeland Empire of the Dead (abroad)

Ambassador Aronis is currently on assignment in the Trade Consortium of Blix trying to negotiate an improved trade deal for the Empire of the Dead. Few will trade with the Empire but the Trade Consortium will trade with anyone...for a price.




Tuesday, 24 July 2012

D is for Dark Folk


An eternal, violent struggle for survival rages among the alien creatures dwelling in the sunless caverns deep beneath the world’s surface. The dark folk are neither the strongest, most industrious, cruelest, cleverest, nor the vilest of subterranean races. None-the-less they thrive. Living shadow swathed in stealth and patience, their society and origins are as mysterious as their realm. What little is known of the dark folk arrives from lucky souls who have escaped their clutches.

Dark folk organize their tribes in castes. The most common dark folk and the lowest caste are known as dark creepers. The ruling class – tall and lithe – are the dark stalkers. Dark slayers wield the most power, but hold a place below the ruling class. Slayers provide the tribe with magic ability. Other castes exist, but have only limited interaction outside the tribe.

The dark creeper presented in the Pathfinder Roleplaying Game Bestiary as well as the other dark folk races, are not intended to be PC races. The below stats represent a dark folk that is balanced with the other core races, but still retains the same feel as the standard dark creeper, dark stalker, and dark slayer.

But that doesn't mean we don't love them here at Purple Duck Games. Way back in July of 2011 we published Monstrous Races: Second Horde which allow for playable dark folk, forlarren, living ghouls, lizardfolk, saguaghin and skulks. Obviously, with the release of the Advanced Race Guide its a good time to review our proposed statistics.

Dark Folk Racial Characteristics
+2 Dexterity, +2 Charisma, -2 to One Ability Score: Dark folk are agile and bewitching, but maleable, suited to their caste roles.
Small: Dark folk are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Normal Speed: Dark creeper have a base speed of 30 feet.
See in Darkness: Dark folk can see perfectly in darkness of any kind, including that created by the deeper darkness spell.
Light Blindness: Dark folk are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. Such creatures are dazzled as long as they remain in areas of bright light.
Bold-Footed: Dark folk receive a +2 racial bonus on Climb and Stealth checks.
Dark Folk Magic: Dark folk add +1 to the caster level of spells that they cast with the darkness descriptor. Dark folk with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—darkness and detect magic. The caster level for these effects is equal to the dark folk's level. The DC for these spells is equal to 10 + the spell's level + the dark folk's Charisma modifier.
Death Throes: When a dark folk is slain, its body combusts in a flash of white-hot flame. This acts like a fireball that deals 3d6 points of fire damage to all creatures within a 20-foot-radius burst. A DC (10 + 1/2 Hit Dice + Con Modifier) Reflex save halves this damage. A dark folk's gear and treasure are unaffected by this explosion. This save is Constitution-based.
Keen Senses: Dark folk receive a +2 racial bonus on Perception checks.
Languages: Dark folk begin play speaking Common and Dark Folk. Dark folk with high Intelligence scores can choose from the following: Drow, Dwarven, Terran, and Undercommon.

Again we are going to try for a RP count of somewhere around 10-12 RPs for races in Porphyra.

0 - Type - Humanoid (dark folk)
0 - Size - Small
0 - Speed - Normal Speed
0 - Ability Scores - More or less Standard; it is slightly more powerful than standard but less powerful than Specialized that is worth 1 RP.
0 - Languages - Standard

4 - Bold-Footed - 2 Skill Bonuses
2 - Keen Senses - Skill Bonus
2 - Spell-Like Ability, Lesser - Darkness (2nd), Detect Magic (0th)
4 - See in Darkness
-2 - Light Blindness

So not considering Death Throes he comes out to about 10 RP. Since Death Throes cannot be actively used by the character it is not really a benefit or a weakness just a reality of their expiration. I'm tempted to consider it a 0 RP ability as the explosion although damage causing also makes it more difficult to raise the dark folk.


Dark folk druid by Ryan Rhodes
Kelos the Hermit
Male dark folk druid (cave druid) 3
NE Medium humanoid (dark folk)
Init +2; Senses see in darkness; Perception +4
Defenses
AC 14, touch 12, flat-footed 12
(+2 armor, +2 Dex)
hp 23 (3d8+6) 
Fort +5, Ref +3, Will +5
Weakness light blindness
Offense
Speed 30 ft.
Melee mwk dagger +4 (1d4/19-20)
Special Attacks death throes
Dark Folk Spell-Like Abilities (CL 3rd; concentration +0)
   1/day - detect magic, darkness
Domain Spell-Like Abilities (CL 3rd; concentration +5)
   5/day - touch of darkness
Druid Spells Prepared (CL 3rd; concentration +5)
   2nd - aspect of the bear, blindness/deafness(D) (DC 15), heat metal
   1st - cure light wounds, expeditious excavation, obscuring mist(D), summon nature's ally I
   0th (at-will) - detect poison, guidance, read magic, resistance
D domain spell; Domain Darkness
Statistics
Str 10, Dex 15, Con 14, Int 10, Wis 15, Cha 10
Base Atk +2; CMB +1; CMD 13
Feats Scribe Scroll, Spell Focus (necromancy)
Skills Craft (alchemy) +6, Climb +8, Knowledge (dungeoneering) +8, Perception +4, Stealth +14, Survival +4; Racial Modifiers +2 Climb, +2 Perception, +2 Stealth
Languages Common, Dark Folk, Druidic
SQ cavernsense, lightfoot, nature bond (Darkness domain), tunnel runner, wild empathy +5 (+1 with oozes)
Combat Gear charmbreaker, potion of cure light wounds (2), vial of black fester; Gear climber kit, divine focus (phosphorescent fungus), poisoner's kit, rag armor, spell component pouch, 179 gp worth of additional gear
Demographic
Deity Ferrakus
Homeland The Underdeep

Kelos lurks in the Underdeep, far from the Creeper's Rift and past the Howling Tunnels. Within the darkness of the underdeep he can work on perfecting his poison without the intrusion of his kin. He is known to craft many of the worlds deadliest poisons and can tailor them to affect specific races or people.


Eye candy

Wow, it’s been a looooong time since my last post. Not because there is nothing going on, quite the opposite.

I cannot go into that end of things quite yet but I wanted to let you all know I’m still here and pushing forward.

Many of you have been asking when the Leviathans will be in stock. I hope to have some news on that front soon and hope to be a little less cloak and dagger about current events… all in good time. Until then, queue the elevator music and enjoy some eye candy as I flex my rendering muscle and play with learning that aspect of digital design.

All the best!
Mark-

Something wicked this way comes
Quiet before the storm
In the thick


Monday, 23 July 2012

Updating artwork...

With interest in Hidden in Plain Sight picking up some steam, I have some interest in polishing it up a little.

The weakest part of the game, in my opinion, are the instructions screens for each game mode.  I think they are really bad.  It was a challenge for me to try to describe the rules for each game mode concisely, but also in a visually appealing way.  I'd love to see those redone by someone with some graphic design experience.  (I'm not sure I can pay much, if anything, but if anyone has any recommendations, let me know!)

Next on my list are the game summary screens that show up after each round.  It would be nice for those to be laid out a little better.

I really like the eclectic look of Eryn's title screen (which I hacked together in a few minutes to create box art), but I'm not sure that it's the best advertisement for the game.  Some people say box art is CRITICAL to a games success.  I'm more of a "screw it, just do the best you can" kind of guy.  But for a game with some staying power, maybe it's worth taking another look at that.  I've heard at least one person say they passed on the game simply because of the box art.  That's not good.

I mentioned this to Eryn, and he threw together a couple of images for my consideration.  What do you think?  I also included the existing box art for comparison.






C is for Catfolk

Catfolk
Catfolk are a race of natural explorers who rarely tire of trailblazing, but such trailblazing is not limited merely to the search for new horizons in distant lands. They are curious by nature, and catfolk culture never discourages inquisitiveness, but rather fosters and encourages it. Many are seen as quirky extroverts by members of other races, but within catfolk tribes there is no shame attached to minor peculiarities, eccentricities, or foolhardiness. 


Catfolk Racial Characteristics (ARG)

  • +2 Dexterity, +2 Charisma, –2 Wisdom: Catfolk are sociable and agile, but often lack common sense.
  • Catfolk: Catfolk are humanoids with the catfolk subtype.
  • Medium: Catfolk are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Catfolk have a base speed of 30 feet.
  • Low-Light Vision: In dim light, catfolk can see twice as far as humans.
  • Cat’s Luck (Ex): Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
  • Natural Hunter: Catfolk receive a +2 racial bonus on Perception,Stealth, and Survival checks.
  • Sprinter: Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
  • Languages: Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
According to the math in the Advanced Race Guide they are a 9 RP race. 

I think I would make only two changes to the catfolk for use on Porphyra


Porphyran Catfolk Racial Characteristics

  • +2 Dexterity, +2 Charisma, –2 Wisdom: Catfolk are sociable and agile, but often lack common sense.
  • Catfolk: Catfolk are humanoids with the catfolk subtype.
  • Medium: Catfolk are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Catfolk have a base speed of 30 feet.
  • Darkvision: Catfolk can see in the dark up to 60 ft..
  • Cat’s Luck (Ex): Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
  • Natural Hunter: Catfolk receive a +2 racial bonus on Perception,Stealth, and Survival checks.
  • Jumper: Catfolk are always considered to have a running start when making Acrobatics checks to jump.
  • Languages: Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
This could give them about 11 RP. Now I know that cats can't see in the dark but according to random internet sources (which couldn't be wrong) they can see 10 times better than us and low-light is only two times better.


Catfolk cat burgler by Ryan Rhodes
Alyara
Female catfolk rogue (cat burgler) 8
N Medium humanoid (catfolk)
Init +4; Senses darkvision 60 ft.; Perception +14
DEFENSES
AC 14, touch 14, flat-footed 10
(+4 Dex)
hp 47 (8d8+8)
Fort +3; Ref +9; Will +3; cat's luck, evasion
OFFENSE
Speed 30 ft; jumper
Melee mwk short sword +7 (
Ranged mwk handcrossbow +11 (); 10 bolts; 3 grapple bolts
Special Attacks sneak attack +5d6
STATISTICS
Str 10, Dex 18, Con 12, Int 8, Wis 12, Cha 16
Base Atk +6; CMB +6; CMD 20
Feats Extra Rogue Talent (2), Skill Focus (Appraise, Climb)
Skills Acrobatics +15, Appraise +13, Climb +18, Disable Device +15, Perception +14, Sleight of Hand +15, Stealth +17, Survival +3; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
SQ phantom presence, rogue tricks (canny observer, disarming luck, fast picks, graceful faller, nimble climber), trapfinding, trap saboteur, trap sense +2
Languages Catfolk, Common
Gear boots of cushioning, broach of shielding, mwk thieves' tools, quickfinger gloves, 1,000 gp worth of art and jewelry in residence, 300 gp of gear specific to a job.
DEMOGRAPHICS
Deity Shade
Homeland Trade Consortium of Blix


Alyara has considered Mercst to be her home for many years. She does contract work for whoever can meet her prices and is known for being able to get past some of the toughest security in the city.



Sunday, 22 July 2012

Scott Ackerman and Dungeon Crawl Classics - Adventure Locale #2

The second adventure in our Adventure Locales line for Dungeon Crawl Classics is now back from playtesting and adjustments. It is going to enter the editing and layout phase late this week. Once those tasks are done it will be off for approval. I'm hoping for it to hit the market in early August.

Kristian Richards is again doing our maps and Scott Ackerman will be handling the art duties for this product. He has a style that is more consistent with the look of the DCC products by Goodman Games. I like the work of all the artists I work with but I think Scott is a better fit for DCC. Below is a picture he sent me of some gnomes hard at work.


Friday, 20 July 2012

B is also for Boggle

Boggles
Boggles are mechanically gifted goblinoids from Alluria Press's Remarkable Races - Pathway to Adventure: Compendium of Unusual PC Races (I tend to just say Remarkable Races). Boggles are specially bred and magically engineered goblins that excel in all things magical and mechanical. Originally from slave stock of an ogre mage named Dianlor, these small green humanoids appear a bit different from their ancestors. Nearly a century of selective breeding, magical experimentation and subjection to special serums were designed to turn the common goblin into an expert builder.


Base Boggle Characteristics 

  • +2 Dexterity, +2 Intelligence, -2 Charisma: Boggles are nimble and extremely smart, though they lack the mindset for social graces and can be very blunt.
  • Small: Boggles are Small creatures and 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.
  • Fast Speed: Like goblins, boggles are fast for their size, and have a base speed of 30 feet.
  • Darkvision: Boggles can see in the dark up to 60 ft.
  • Dodge Catastrophes: Boggles receive a +1 racial bonus on Reflex saving throws against area attacks with the electricity, fire, or acid descriptors.
  • Goblin Blood: Boggles count as creatures with the goblinoid subtype for any effect related to race.
  • Mechanical Genius: At first level, Boggles gain an additional skill rank and a +2 racial bonus to skill rolls which they must apply to one of the following: Knowledge (engineering), Profession (engineering), Craft (any), Disable Device, or Use Magical Device. These skills are always considered class skills for a boggle.
  • Weapon Familiarity: Boggles treat any weapon with the word “boggle” in it as a martial weapon.
  • Languages: Boggles begin play speaking Common and Goblin. Boggles with high Intelligence scores can choose any of these bonus languages: Draconic, Dwarven, Giant, Gnome, Halfling, or Orc.
Examining this with the Advanced Race Guide we get:


0     Standard Characteristics
0     Small
0     Speed 30 ft. (even though it says fast, 30 ft. speed is still worth 0 RP)
2     Darkvision 60 ft.
1     Dodge Catastrophes - For 2 RP we could have +1 to all saves. So this weak even for a 1 RP bonus. Suggest changing it to a +2 bonus at a minimum.
0     Goblinoid subtype
6.5  Mechanical Genius -+2 to one skill and includes part of skill training, and skilled
1     Weapon Familiarity (and there are boggle weapons)
0     Languages - standard


So he is about right for Porphrya with a couple of minor tweaks to language. 
(Jeremy suggested that probably 10-12 was a good race for player races). 


Porphyran Boggle Characteristics

  • +2 Dexterity, +2 Intelligence, -2 Charisma: Boggles are nimble and extremely smart, though they lack the mindset for social graces and can be very blunt.
  • Small: Boggles are Small creatures and 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.
  • Fast Speed: Like goblins, boggles are fast for their size, and have a base speed of 30 feet.
  • Darkvision: Boggles can see in the dark up to 60 ft.
  • Dodge Catastrophes: Boggles receive a +2 racial bonus on Reflex saving throws against area attacks with the electricity, fire, or acid descriptors.
  • Goblin Blood: Boggles count as creatures with the goblinoid subtype for any effect related to race.
  • Mechanical Genius: At first level, Boggles a +2 racial bonus to skill rolls which they must apply to one of the following: Knowledge (engineering), Profession (engineering), Craft (any), Disable Device, or Use Magical Device. Two of these skills are always considered class skills for a boggle.
  • Skilled: Boggles gain an additional skill rank at 1st level and one additional rank whenever they gain a level. 
  • Weapon Familiarity: Boggles treat any weapon with the word “boggle” in it as a martial weapon.
  • Languages: Boggles begin play speaking Common and Goblin. Boggles with high Intelligence scores can choose any of these bonus languages: Draconic, Dwarven, Giant, Gnome, Halfling, or Orc.


There. Smoothed things our for the boggle a bit. It was suggested Remarkable Races that boggles use airships and that is something that is likely going to get worked into Porphyra as well. For airships and mechanical monstrousities I used Dragonwing/Bastion Games's Airships and Doomstriders which are both on sale now I think at Paizo. 


For character class I'm going with sky sailer from Skortched Urf' Studios.


Female Boggle by Ryan Rhodes
Tinker Gellin
Female boggle sky sailor 4
CG Medium humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +9
Defenses
AC 13, touch 13, flat-footed 10
hp 20 (3d8+3)
Fort +5, Ref +4, Will +2; +2 vs area (acid, electricity, fire)
Offense
Speed 30 ft.
Melee mwk boggle wrench +5 (1d6)
Ranged boggle crossbow +7 (1d4/19-20); 12 bolts
Special Attacks skywise +2
Spell-Like Ability (CL 4th; concentration +2)
   1/day - summon boggle wrench
Statistics
Str 10, Dex 16, Con 13, Int 18, Wis 12, Cha 6
Base Atk +3; CMB +2; CMD 15
Feats Scientific Fighter
Skills Acrobatics +10, Craft (carpentry) +11, Craft (shipwright) +11, Disable Device +13, Fly +12, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (local) +11, Perception +9; Stealth +14
; Racial Modifiers +2 Disable Device; Disable Device and Profession (engineer)  are class skills.
SQ bottle in hand, shares (1), shipboard talents (deck dodger, never naked)
Languages Common, Draconic, Dwarven, Goblin, Gnome, Halfling
Gear all tools vestthieves tools,whip, 42 gp
Demographics
Deity Tulis
Homeland The Clockwork Lands

Tinker was born in raised in the smoke-filled streets of Treadwell. As soon as she was able she signed on with the Careteniac as a shipwright and engineer. She hopes by escaping the confines of the Clockwork Lands she can avoid the boggle madness that took her mother from her.


Wednesday, 18 July 2012

B is for Blue...

Admittedly, we should be doing A is for Avoodim but Fehr's Ethnology: Avoodim is not out yet so instead I'm going to turn my attention to the letter B.

Blues
At their simplest, blues are a psionic offshoot of the goblin race. They are able to interbreed with goblins but any such mingling always produces more blues. Blues were introduced to the Pathfinder Roleplaying Game by the fine people at Dreamscarrred Press who do excellent support work in the area of psionics.

Let's have a look at the base Blue racial characteristics with an eye toward the Advanced Race Guide. As always this is just my interpretation of this classic race with the new rules.

Blue Racial Characteristics

  • +2 Intelligence, +2 Dexterity, –2 Strength: Blues are smart and quick, but their small size makes them weak.
  • Goblinoid: Blues are of the humanoid (goblinoid) subtype.
  • Small: Blues are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Normal Speed: Blues are fast for their size, and have a base speed of 30 feet.
  • Darkvision: Blues can see in the dark up to 60 feet.
  • Naturally Psionic: Blues gain the Wild Talent feat as a bonus feat at 1st level. If a blue takes levels in a psionic class, he instead gains the Psionic Talent feat.
  • Psionic Aptitude: When a blue takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
  • Pariah: The appearance of the blue can affect the reactions of those nearby. A blue takes a -1 penalty to Charisma-based skill checks when dealing with nongoblinoid humanoids, but gains a +1 bonus to Charisma-based skill checks while interacting with goblins.
  • Repletion (Su): A blue can sustain his body without need of food or water. If he spends 1 power point, a blue does not need to eat or drink for 24 hours.
  • Keen Senses: Blues receive a +2 racial bonus on Perception skill checks.
  • Stealthy: Blues receive a +2 racial bonus on Stealth and Ride checks, and blues always treat Stealth as a class skill
  • Weapon Familiarity: Blues treat any weapon with the word “goblin” in its name as a martial weapon.
  • Languages: Blues begin play speaking Common and Goblin. Blues with high Intelligence scores can choose from the following: Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc.

ARG Race Point Totals
0   Standard Ability Array
0   Humanoid (goblinoid) type
0   Small size
0   Normal Speed
2   Senses: Darkvision
2   Static Bonus Feat: Wild Talent or Psionic Talent
1   Psionic Aptitude: Gain 1 PP from favored class
1   Pariah: +1 with goblins, -1 with non-goblins
1   Repletion
2   Skill Bonus: +2 Perception
4   Skill Bonus: +2 Stealth, +2 Ride
1/2 Skill Training: Stealth

1/2Weapon Familiarity: This is technically weaker than the standard weapon familiarity.

0   Standard Languages


Psionic Aptitude: I've rated Psionic Aptitude at 1 RP because although very nice for psionic characters it is not as powerful as the Multitalented option (2 RP) gained by half-elves.
Pariah: Pariah grants a bonus to a number of skills in a higher situational and a penalty at all times. If the characters were in a goblincentric game this might be worth (2 RP). In a standard game. I think at most this could be a 1 RP ability and possibly 0 RP or -1 RP if the players spend most of their time interacting with nongoblins. 
Repletion: This is a defensive ability with a cost. It probably is worth no more than 1 RP


Totalling this up I get: 14 points which is too many points for a standard character in Porphyra so instead I think I'll go with something like this.


Porphyran Blue Racial Characteristics


  • +2 Intelligence, +2 Dexterity, –2 Strength: Blues are smart and quick, but their small size makes them weak.
  • Goblinoid: Blues are of the humanoid (goblinoid) subtype.
  • Small: Blues are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Normal Speed: Blues are fast for their size, and have a base speed of 30 feet.
  • Darkvision: Blues can see in the dark up to 60 feet.
  • Naturally Psionic: Blues gain the Wild Talent feat as a bonus feat at 1st level. If a blue takes levels in a psionic class, he instead gains the Psionic Talent feat.
  • Psionic Aptitude: When a blue takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
  • Pariah: The appearance of the blue can affect the reactions of those nearby. A blue takes a -1 penalty to Charisma-based skill checks when dealing with nongoblinoid humanoids, but gains a +1 bonus to Charisma-based skill checks while interacting with goblins.
  • Repletion (Su): A blue can sustain his body without need of food or water. If he spends 1 power point, a blue does not need to eat or drink for 24 hours.
  • Intense: Blues receive a +2 racial bonus on Autohypnosis skill checks.
  • Skill Training: Blues always treat Stealth and Ride as class skill
  • Languages: Blues begin play speaking Common and Goblin. Blues with high Intelligence scores can choose from the following: Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc.
So we have lost 4 RP from +2 Steath, +2 Ride; lost 0 RP by combining Weapon Familiarity and Skill Training into a full Skill Training in goblin heritage skills; lost 0 RP by shifting the +2 racial bonus to Perception to the more psionically focused skill of Autohypnosis.

Blue Soulknife by Ryan Rhodes
Simon the Charmer
NG Small humanoid (goblinoid, psionic)
Init +2; Senses darkvision 60 ft.; Perception -1
Defenses
AC 16, touch 12, flat-footed 14
(+2 armor, +2 Dex, +2 shield)
hp 24 (3d10+3)
Fort +2, Ref +5, Will +2
Offense
Speed 30 ft.
Melee 2 hunga mungas +3 (1d4+1/19-20)
Ranged hunga munga +6 (1d4+1/19-20)
Special Attacks form mind blade (light weapon; hunga munga), throw mindblade
Statistics
Str 13, Dex 14, Con 13, Int 12, Wis 8, Cha 14
Base Atk +3; CMB +4; CMD 16
Feats Skill Focus (Diplomancy), Psionic Talent (B), Reckless Offense, Wild Talent (B), Two-Weapon Fighting (B)
Skills Autohypnosis +7, Craft (contract) +7, Diplomacy +8, Linguistics +4; Profession (negotiator) +5, Stealth +6Racial Modifiers +2 Autohypnosis; Ride and Stealth are class skills
Languages Common, Dark Folk, Dwarven, Goblin, Hhundi, Undercommon
SQ blade skill (mind shield), pariah, repletion, shape mindblade

Combat Gear brain lock pearlpsionic tattoo (catfallconcealing amorphamissive); Gear darkwood buckler, mwk leather armor, 487 gp in additional gear.
Demographics
Deity Veiloaria
Homeland Creeper's Rift

Simon the Charmer is a long-time resident of the City of Argentum on the Creeper's Rift. He is polite and open with all he meets except on the topic of his true home. He is a skilled negotiator and diplomat and has forged several profitable contracts for the mining firms of Argentum and the  inhabitants of the Rift. He is always armed and prepared for combat because some contracts will not be signed until mutual blood is spilled.