Post subject: Re: Alpha Release - Psionic Races
Posted: Wed Sep 30, 2009 03:11 AM
Snowpaws wrote:
Jeremy.Smith wrote:
Consider the blues included for Beta.
I was acutally going to throw a post up asking if Blues would be included as a core race. I mean when I run, goblins are a core race and alot of the savage world revolves around them in some way.
Yeah, but when you run, drunken pirate captains are discovered floating on tables by slave ships they then proceed to commandeer. Not that that's a bad thing, or that I had anything to do with such an occurence. :innocent:
That said, I'm glad Blues are getting included. I'd've liked to see some monstrous races in Pathfinder. They're often loads of fun to play.
And on an in-joke side note: "Have ye rum or women, preferably both?"
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Post subject: Alpha Release - Psionic Races
Posted: Wed Sep 30, 2009 03:43 AM
So, with Golarion's general approach to goblins, how would Blues fit in, socially and philosophically? Would they be outcasts? Would they be leaders? Would they be more feral and random, like goblins, or would they be the Brain Gremlin to the antics of the regular Gremlins?
"Now, was that civilized? No. Fun, but in no way civilized."
Well... officially, I don't think psionics exist on Golarion...
Not so, good sir! Pathfinder Campaign Setting, Chapter 5, pages 234-235.
From the source: "In most places, psionics continue to be a bit of a shadowy art, but those who wish to learn about psionics or find those who use the power can do so, if they but take time to look." (p 234, col 2)
Jeremy.Smith wrote:
Be that as it may - Blues are more civilized, enlightened versions of goblins by canon, so that's likely the route we'll go.
Something to consider ... If you read the "goblin" entry in the Classic Monsters Revisited work, there's a ready-made niche there for the Blues. Goblins are eternally hungry thanks to their racial rapid metabolism (see especially page 17, col 1, third paragraph under "Ecology" and also page 18, col 2, third paragraph). This is a compelling force in an average goblin's life that drives them to raid, scavenge, bicker and generally prevent them from becoming civilized.
Any spellcaster or psionist that could sate the goblin's legendary hunger (say, via the sustenance power) would become a titan within the tribe ... Giving the creature the wherewithal to think clearly, free of petty biology, would be a game-changing (no pun intended) act within a goblin tribe, and the creature capable of performing this "miracle" would be the most valued and awe-inspiring member behind the chieftain's throne. Any goblin showing psionic potential might well be cultivated and harried to develop enough power to manifest sustenance for the chief (or whomever looks to depose and replace the chief), making the Blue the most revered (and feared) member of the community.
Having the ability to think and reason echelons above normal goblin-kind would also make the Blues especially dangerous to a nearby community ...
Maybe it's the psionic races not being there that I was confused by...
My mistake!
Either way, the point you all have raised about Blues in goblin culture is great, just keep in mind we have to be setting neutral in this book - we don't have license to write specifically about Golarion and Paizo product identity
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I imagine culturally, we'll describe them as typically revered or respected by their own tribe, while feared and attacked by opposing tribes - after all, a blue makes a rival tribe stronger and therefore, more rigorous competition for resources.
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Blue Racial Abilities
• +2 Intelligence, +2 Dexterity, –2 Strength: Blues are smart and quick, but their small size makes them weak.
• Small: As a Small creature, a blue gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character.
• Blue base land speed is 20 feet.
• Naturally Psionic: Blues gain the Wild Talent feat as a bonus feat. If a blue takes levels in a psionic class, it may replace the Wild Talent feat with Psionic Talent instead.
• Psionic Aptitude: When a blue takes a level in a favored class, it can choose to gain an additional power point instead of a hit point or skill point.
• Monstrous Nature: The appearance of the blue can affect the reaction of those nearby. A blue takes a -1 penalty to Charisma-based skill checks when dealing with non-goblinoids, but gains a +1 bonus to Charisma-based skill checks while interacting with goblinoids.
• Racial Skills: A blue character has a +4 racial bonus on Stealth checks and Ride checks.
• Psi-Like Ability: 1/day— inertial armor. Manifester level is equal to Hit Dice
• Weapon Familiarity: Blues treat any weapon with the word “goblin” in its name as a martial weapon.
_________________ Jeremy Smith
Co-Founder, Dreamscarred Press Read my blog
Dreamscarred Press is now on Facebook.
I like this, but why inertial armor? is their something that could fit blues a little better? (I sorta liked the goblin metabolism teamed with sustenance power)
_________________ Who says gnomes aren't legitimate weapons? I even took Exotic Weapon Proficiency (Gnome) in preperation for this adventure!
Post subject: Alpha Release - Psionic Races
Posted: Thu Oct 01, 2009 03:58 AM
It's worth noting that Goblins have a 30' speed, so you may want to supe up the Blue as well. Paizo's got the PFRPG stats for the goblin available in one of the Bestiary preview downloads (IMHO, they're flat out mechanically superior rogues than halflings, and probably just a bit too good, but that's not necessarily here nor there...). Worth checking out.
Post subject: Re: Alpha Release - Psionic Races
Posted: Thu Oct 01, 2009 03:04 PM
Goblins in the Pathfinder Monster Manual have racial ability scores of -2/+4/-2. I don’t know how much of that will affect the Blue. On the same note, Goblins are enamored by fire, but afraid of written language on a superstitious level.
Edit: You might want to also give them Darkvision to keep them in line with there lesser brethren.
Post subject: Alpha Release - Psionic Races
Posted: Thu Oct 01, 2009 05:32 PM
I actually intentionally dropped their speed to 20 for balance concern reasons.
I'll think about Darkvision, too - it makes sense to add it in, we're just trying to avoid making them too good.
Changing the psi-like isn't a problem if folks have a better idea - sustenance works from a flavor perspective... but is somewhat lackluster for the class
_________________ Jeremy Smith
Co-Founder, Dreamscarred Press Read my blog
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Post subject: Alpha Release - Psionic Races
Posted: Thu Oct 01, 2009 07:36 PM
actually, to be completely honest, sustaenance as an at-will psilike ability would probably be ok, as I view it as the equivilent to a 0-level spell (clerics get create water and create food as 0-level spells, so sustenance is their equivilent).
beyond that I wouldn't see it as unbalanced to give them a 1/day of something else, but I'm unsure of what would fit best... perhaps we can go about this based on tribe? meaning they get a different psi-like ability based on tribe they were born into (think of an unconcsious developement of the tribes greatest long term need).
_________________ Who says gnomes aren't legitimate weapons? I even took Exotic Weapon Proficiency (Gnome) in preperation for this adventure!
Post subject: Re: Alpha Release - Psionic Races
Posted: Thu Oct 01, 2009 07:48 PM
Instead of 1/day powers for any of our races, why not give them a power flat out and say they have a manifesting level is equal to one half their class level (rounded down) or equal to their highest manifesting class, which ever is higher. The whole concept of psi-like abilities is silly when you have free power points.
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