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planning Ponyfinder: Age of Adventure (Updated) [Full]


GreyScholar

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@@David,

... You're David Silver??! No, you must be joshing me. I hope you don't have a problem with me refluffing everything to be MLP related, such as the 'mark of destiny ' to cutiemark. I am still considering how to handle changing up deities to relate with the greater beings found in MLP:FiM. One thought being changing Princess Luminance to Starswirl since I plan on the Mane Six being a high level adventurers/heroines that the adventuring party can meet.

 

Laughs, well this is awesome, perhaps I can ask you some questions and seek advice from you in PM?

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(edited)

@@David,

Thank you

 

First draft of the Deer race

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Deer are among the oldest races, and are naturally very gifted when it comes druidic magic and experts of ancient lore. Proud of their heritage and culture, deer see themselves as the guardians of nature and the earth. Often stubborn and very much traditionalists, deer hold true to their beliefs and connection to the land though normally live apart and isolated in family units that may join together with their own kind through marriage or alliance. This race tend to remain in their homelands and are not usually the adventurous sort. They are suspicious of strangers, not one to trust those that are not like them, and fear nothing more then capture by others. Because of this deer, as a whole, actively avoid pony towns and settlements. Adventurers are the exceptions, willing to brave the world as a whole, even the worrisome civilized parts of it.

 

Deer Racial Traits:
Type: Fey (deer)
Ability Scores: +2 Dex, +2 Wis, -2 Con
Medium: Deer are medium size and gain no bonuses or penalties due to their size.
Fast Speed: Deer have a base speed of 40 feet, and a bipedal speed of 20 feet.
Low-Light Vision: Deer see twice as far as humans in conditions of dim light.
Fleet-Footed: Deer are naturally very lithe and agile, given to being very quick with a strong sense to avoid danger or threats around them. Deer receive Run as bonus feat and a +2 racial bonus on initiative checks.
Distrusting: A Deer takes a -4 to diplomacy yet also a +2 to sense motive checks when interacting with strangers and those they meet for the first time.
Guarded Freedom: Deer gain a +2 to perception checks but whenever they are entangled, pinned or bound, this race immediately becomes shaken.
Fingerless: See fingerless rules.
Quadruped: Due to being four-legged, deer receive +4 racial bonus to their Combat Maneuver Defense against trip attacks and +50% carrying capacity.

Edited by EquestrianScholar
  • Brohoof 1
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Oh wow; I don't really know what to say in a situation like this other than I'm even more motivated now to see this game take off. So speaking of which; how's everyone's character sheet coming along?

 

@@EquestrianScholar,

 

The Deer race looks good so far; although they seem a little on the weak side at a glance; perhaps giving them a bonus to sense motive as part of their Distrusting trait to balance out the diplomacy penalty?

Edited by Jaith Adymn
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  On 2015-01-11 at 11:16 PM, Jaith Adymn said:

The Deer race looks good so far; although they seem a little on the weak side at a glance; perhaps giving them a bonus to sense motive as part of their Distrusting trait to balance out the diplomacy penalty?

I missed this, I was actually considering a bonus to Sense Motive

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(edited)

First Draft of Ponykind Deities (Alignment Thoughts?)

 

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Additional Domains

 

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Edited by EquestrianScholar
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@,
I think True Neutral may be fine for Faust, given she would be a distant figure that pens the destinies and stories of ponykind with perhaps few but Luna and Celestia truly having connection to her. They being the daughters of Faust along with Discord, and it having been so long since she has interacted with the world directly (my lore thoughts).
 
Mag'ne would be a lesser deity, perhaps Neutral Good, once a human called from a different plane to become the hero of Dream Valley before then disappearing... yet growing into a figure of worship and legend to be carried to modern Equestria. She would then be one turned to when it comes to acts heroism and friendship... a savior of worlds who many whisper may one day return (I added her because of reading a fanfiction months ago and because Faust had already been added as a deity of sorts into Ponyfinder itself).

 

I have been debating flipping the alignment of Celestia and Luna, since Luna is a 1000 years behind  thus likely having a more traditional view into Lawful and Celestia would have had a 1000 years to become more relaxed in possibly going from Lawful towards Neutral.

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Other Deities will be coming: particularly Nightmare Moon, Discord, Queen Chrysalis, and King Sombra.

Edited by EquestrianScholar
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Well obviously Discord would be Chaotic Neutral, King Sombra Lawful Evil, Chrysalis Neutral Evil and Nightmare Moon... Chaotic Evil?

 

Also; while looking at the Time Domain; it's 8th level ability is really powerful; 4 rounds in combat is a long time and the nightmareish bookkeeping the GM one would have to do for that ability; having to keep track of everything that's happened in the last 4 rounds...

 

If you're looking for good time based abilities you should look at the Revelations the Time Mystery Oracle gets http://www.d20pfsrd.com/classes/base-classes/oracle/mysteries/paizo---oracle-mysteries/time

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Those are good suggestions, though of note is that Discord will be a villain/antagonist in my campaign. Actually taking place before Keep Calm and Flutter On, as I am not a fan of Discord's reform. I will see to using those alignments while I build the other deities.

 

I got the Time Domain from here: http://www.d20pfsrd.com/classes/core-classes/cleric/domains/3rd-party-publishers---domains/4-winds-fantasy-gaming---domains/time-domain

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(edited)

@,

I was hoping you would say Chaotic Evil for Discord, before all that nonsense with KCaFO.

 

How about these for the Time Domain Powers

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GRANTED POWERS
You are capable of briefly altering subjects’ perceptions of time, taking advantage of ensuing hesitations.
 
Future Shock (Sp): Your touch can cause small gaps in a subject’s perception of time, causing a creature to become stunned for 1 round as a melee touch attack. If you touch a stunned creature, that creature becomes paralyzed for 1 round instead. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
 
Time Halt (Sp): At 8th level, you can briefly slow your perception of time, allowing you to accomplish twice as much far more swiftly then usual within that time frame. This acts as a time stop (Core Rulebook, pg. 359) spell with a duration of 1 round and as an immediate action. You can use this ability once per day at 8th level and one additional time per day for every five cleric levels beyond 8th.

Edited by EquestrianScholar
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I'd probably use Stunned instead of Paralysis, Since you can't Coup De Grace a stunned character. Other than that Future Shock looks fine

 

As written; the only benefit Time Halt has is giving you an extra move action while not letting you affect anyone directly that turn since you have to burn your standard action to cast Time Stop; perhaps instead letting them gain an extra Standard Action as a Swift Action? If you want it to be better than that then you can make it an Immediate Action which gives it interruption possibilities though if going that route I would lower the uses per day; 1/day at 8th; 2/day at 13th and 3/day at 18th?

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