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Screech-*Lime*
2013-01-30, 05:20 PM
'Sup, Playgrounders.

I'm going to be GMing my group's next Pathfinder Game. The current game will probably end in a couple months, so I've got that time to build me a world. I've created a few races, I've got my main ideas for peoples and history, and I've got my overarching concepts. I guess I'll start with my most basic aims for this world-build:

1. I'm not planning for the world to get super serious: I've already got a few downright silly ideas for peoples and races. I want to have fun with this, and I don't want to get into issues as touchy as rape and genocide. I think our group is a little too laid-back to make that sort of thing work.

2. Politics and Cultures: I'm going for politics similar to pre-WWII Europe (but, once again, I'm not going to make this get super serious). Most cultures will be somewhat analogous to European cultures in terms of what offensively bad accent I use when speaking in character and their general location, but other aspects may be completely made up or stolen from other PF/DnD settings.

3. Classes: I'm banning any class that gets 9 levels of spells. Keeping those is just asking for trouble. 7th-9th level spells are the domain of gods, demons, and other hyper-powerful beings. "Wizard," "Sorcerer," "Cleric," and "Druid" are titles: any Bard, Magus, Summoner, or Alchemist can be considered a "Wizard" or "Sorcerer," and any Paladin, Inquisitor, or even Ranger can be called a "Cleric" or "Druid," depending on whether they act like a Cleric or Druid.

4. Alignment: Alignment is a decent way to kick off characterization, so I don't want to scrap it entirely. However, the one big change (that I'm sure plenty of people have made before) is that nothing besides literal personifications of an alignment has any inherent alignment. Dragons lean evil culturally, but good dragons of any color exist and a Lawful Good chromatic red dragon wouldn't be unheard of. Likewise, Undeath is neutral: mindless undead are True Neutral, and intelligent undead are whatever alignment they were in life, unless they have no free will, in which case they are the alignment of their creator or master. However, although cultural attitudes towards Undead vary, they don't tend to be popular among laymen, and thus you'd likely have trouble finding a Lawful Good guy surrounded by a skeleton horde (not that that's not possible!).

Here are some things I'd like help with:

1. Does anyone any good generator for landmasses so I can start figuring out where everything is going to go? I want the standard "left-justified fantasy map" for now; I may create eastern cultures later.

2. Can anyone help me balancing new stuff and fleshing out story stuff? Does the "no 9th-level casters" rule ban any classes that don't really need to be banned, and does it miss any classes that are on a similar level of brokenitude?

3. Any ideas?!

I'll post more of the specifics of what I've made or thought up already in a bit.

Screech-*Lime*
2013-01-30, 05:47 PM
Races and Cultures

Dwarves
There are two varieties of Dwarf: the Dwarves of the unforgivingly cold Eastern Mountains (the Russian Dwarves), and the Dwarves of the Western Highlands (the Scottish Dwarves). The Western Dwarves are closer to the standard fantasy Dwarves in that they are excellent craftsmen and live in big mountain halls as Dwarves are wont to do. The Eastern Dwarves are hardy, axe-wielding people who members of other empires consider a bit "uncivilized," although they are far from being as warlike as the Orcs of the Southern Jungles.

Eastern Dwarvish and Western Dwarvish are separate languages, but both cultures share a high value of honor and bravery, and a love of ale.

Elves
The Elves aren't as influential as Humans or Dwarves, but are nonetheless, y'know, around and stuff. They live in forests near the Eastern Highlands, and have a similar level of "civilization" as the Eastern Dwarves. They carry on a rivalry with the Eastern Dwarves because of their proximity and a history of warfare, but the two civilizations have been at peace for over a century.

I could use some help with the Elves, I haven't put much thought into them because, well, I don't really like Elves.

Orcs and Goblins
The Orcs inhabit villages in the dense, inhospitable jungle of the south. They have no large organized civilization besides a couple confederacies of tribes. The Orclands are very dangerous, roaming with dinosaurs. The Orcs survive hunting the enormous beasts as well as raiding the villages and cities to their North. They live alongside the Goblins, who build weapons and devices for their larger cousins in exchange for food and protection.

I haven't made them yet, but I've decided Gorcs will be a thing.

Humans

Humans exist, and are all over the place. For some reason, besides them being in charge of the dominant empire, I haven't gotten around to them, probably because they're so boring.

In the next installment, I go over my original races.

Amaril
2013-01-30, 08:39 PM
Well, one thing I can guarantee--differentiating between your types of dwarves by calling them "Russian dwarves" and "Scottish dwarves" is a pretty good way to ensure your world won't get super-serious.

Actually, so is having a race called gorks, now that I think about it...

Screech-*Lime*
2013-01-30, 09:09 PM
Races: Part 2

So, the main thing that makes this slightly less of a generic pseudo-Tolkein DnD setting is the existence of the "Tiervolk," my Germanic-analogue animal-people. The idea is that at some point (500-1000 years) in the past, before the rise of most of the current civilizations, this continent or world was used as a place for a high-level wizard (a Vivisectionist Alchemist) to do experiments of the Dr. Moreau variety. These peoples are the descendents of his experiments that bred and evolved (rapidly due to the magic involved) into civilized humanoids. They all have German names (I don't speak a word of German).

Bärenmenschen
The nation of the bear-men are the largest and most centralized civilization of Tiervolk. They are militaristic, and their nation was the center of a war that ravaged the continent 20-30 years ago, after which war they were put under many punitive terms of surrender. However, those of the defeated (to be named) nation are not the only bear-people out there. As with all Tiervolk, they are assimilated in smaller numbers all over the continent, although the Bärenmenschen (even those who have been separated from their ancestral land for generations) now suffer from discrimination abroad in memory of the devastating conflict.

Bärenmenschen
Type Humanoid (Tiervolk) 0 RP
Size Medium 0 RP
Base Speed Standard 0 RP
Ability Score Modifiers Specialized (+2 Str, +2 Con, –2 Int) 1 RP
Languages Standard 0 RP

Racial Traits

Defense Racial Traits

Hardy (3 RP): Members of this race gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Feat and Skill Racial Traits

Scavenger (2 RP): Members of this race gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.

Offense Racial Traits

Bite 1d4 (2 RP)
Bear ferocity: Once per day, when a member of this race is reduced to fewer than 0 hit points but is not killed, it can fight on for 1 more round as if disabled. At the end of its next turn, unless brought to above 0 hit points, it immediately falls unconscious and begins to die. (2 RP)

Total 10 RP


Another variety of Bearfolk are the Panda-men originating in the far east. They are not as closely related to other breeds as the other breeds are to each-other, and they make up a very small amount of the total bear population.

Bärenmenschen-Das Panda
Type Humanoid (Tiervolk) 0 RP
Size Medium 0 RP
Base Speed Standard 0 RP
Ability Score Modifiers Standard (+2 Str, +2 Wis, –2 Int) 0 RP: Pandas are physically strong and have a proud philosophical tradition, but are too freaking stupid to find something to eat that isn't being constantly deforested, and can't figure out how to screw to save their own dang species!
Languages Linguist 1 RP

Racial Traits

Defense Racial Traits

Stubborn(2 RP): Members of this race gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a member of this race fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the member of the race has a similar ability from another source (such as a rogue's slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.

Feat and Skill Racial Traits

Scavenger (2 RP): Members of this race gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.
Sociable (1 RP): When members of this race attempt to change a creature's attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.

Offense Racial Traits

Bite 1d4 (2 RP)

Other Racial Traits

Light and Dark (1 RP): Members of this race gain the following supernatural ability: Once per day as an immediate action, a member of this race can treat positive and negative energies as if it were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.

Total 9 RP

Ichthropoi
What can be said about the Fish-Men, or, as they are disparagingly referred to by other races, the "Reverse-Mermen?" They live on the coastlines, making their money as seafarers, fishermen, and traders. They are a humble race, but resilient and scholarly. But, alas, the poor Fishfolk are cursed with gruesome features and a sickening stench. They can never build up much power, because their diplomats suck. Because they smell like fish.

Edit: I've decided to give them some Greek flavor, as they are a seafaring economy with a scholarly tradition. Ichthys+Anthropos = Ichthropos

Ichthropoi
Type Humanoid (Tiervolk) (Aquatic) 0 RP
Size Medium 0 RP
Base Speed Slow (-1 RP): A legacy of water-dwelling has left the Ichthropoi with a slower pace on land.
Ability Score Modifiers Standard +2 Con, +2 Int, –2 Cha (0 RP): The years of (accelerated) evolution that led to their ability to walk and breathe on the land have left the Ichthropoi prodigiously hardy, and they are quick-thinking, but have trouble relating to other races because they smell like fish.
Languages Standard 0 RP

Racial Traits

Defense Racial Traits

Ancient Foe (3 RP): In the wild, bears eat fish all the time, and thus Ichthropoi have an ingrained distrust of bears and have developed methods to defend themselves against bears. Ichthropoi gain a +2 dodge bonus to AC against Barenmenschen and a +2 racial bonus on combat maneuver checks made to grapple Barenmenschen.

Movement Racial Traits

Swim (2 RP): Members of this race have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.

Offense Racial Traits

Stench Aura (4 RP): Ichthropoi smell like fish. they secrete a terrible scent as a 15-foot aura that nearly every other creature finds offensive. All living creatures (except those with the stench aura ability) within the aura must succeed at a Fortitude saving throw (DC 10 + 1/2 the user's character level + the user's Constitution modifier) or be sickened for 5 rounds. Creatures that succeed at the saving throw cannot be sickened by the same creature's stench aura for 24 hours. A delay poison or neutralize poison spell or similar effect removes the effect from the sickened creature. This is a poison effect.

Offense Racial Traits

Amphibious (2 RP): Members of this race are amphibious and can breathe both air and water.

Weakness Racial Traits

Electricity Vulnerability (-2 RP): Pokemon logic, 'nuff said. Members of this race have vulnerability to electricity.

Total 8 RP

Elemenschen, Wolfenmenschen, and Kaninmenschen
These are the races without cultures. The Elephants, Wolves, and Rabbits are more spread-out than the others, but I want at some point to give at least the Elephants their own civilization. I'm thinking Italy.

Elemenschen
Type Humanoid (Tiervolk) (Giant) 0 RP
Size Large (7 RP): Large creatures gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
Base Speed Slow -1 RP: Elemenschen are big and lumbering
Ability Score Modifiers Standard (+2 Con, +2 Wis, –2 Dex) 0 RP: Elemenschen are tough and very aware (they never forget), but exceptionally clumsy.
(Total +2 Str, +2 Con, +2 Wis, -4 Dex)
Languages Standard 0 RP

Racial Traits

Defense Racial Traits

Natural Armor (2 RP): Elemenschen have tough hides. Members of this race gain a +1 natural armor bonus to their Armor Class.

Offense Racial Traits

Relentless (1 RP): Members of this race gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground.
Other Racial Traits
Prehensile Trunk (2 RP): Members of this race have a long, flexible trunk that can be used to carry objects. They cannot wield weapons with their trunks, but they can retrieve small, stowed objects carried on their persons as a swift action.

Total 11 RP
Wolfenmenschen
Type Humanoid (Tiervolk) 0 RP
Size Medium 0 RP
Base Speed Standard (0 RP)
Ability Score Modifiers Standard (+2 Dex, +2 Int, -2 Strength) (0 RP): Wolfenmenschen are quick and cunning, but are built more for speed than power.
Languages Standard 0 RP

Racial Traits

Feat and Skill Racial Traits

Scavenger (2 RP): Members of this race gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.
Stalker (1 RP): Perception and Stealth are always class skills for members of this race.

Movement Racial Traits

Fleet-Footed (3 RP): Members of this race receive Run as a bonus feat and a +2 racial bonus on initiative checks.
Sprinter (1 RP): Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.

Senses Racial Traits

Carrion Sense (1 RP): Members of this race have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).
Darkvision 60 Feet (2 RP): Members of this race can see in the dark up to 60 feet.

Total 10 RP
Kaninmenschen
Type Humanoid (Tiervolk) 0 RP
Size Small (0 RP): Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.
Base Speed Standard (0 RP)
Ability Score Modifiers Mixed Weakness (+2 Dex, +2 Cha, -4 Str, -2 Wis) (-2 RP): Kaninmenschen are quick and well-mannered, but physically feeble. They tend to be scatterbrained and are often late for important engagements.
Languages Linguist 1 RP

Racial Traits

Defense Racial Traits

Rabbit's Foot (1 RP): Members of this race gain the following extraordinary ability: Once per day, when a member of this race makes a Reflex saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before attempting the saving throw.
Defensive Training, Greater (4 RP): Members of this race gain a +2 dodge bonus to Armor Class.

Feat and Skill Racial Traits

Beguiling Liar (2 RP): Members of this race gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie.

Movement Racial Traits

Fleet-Footed (3 RP): Members of this race receive Run as a bonus feat and a +2 racial bonus on initiative checks.
Sprinter (1 RP): Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.


Total 10 RP

Walromenschen
The North is inhabited by the proud and charismatic Walrus-Men. A glorious people, Walruses (Walri?) have an incredible gift with speech; they are beguiling and seductive. Many consider the Walrusfolk pompous, but even their harshest critic can be caught off-guard by their ivory tusks and silver tongues.

Walromenschen
Type Humanoid (Tiervolk) 0 RP
Size Medium (0 RP)
Base Speed Slow (-1 RP)
Ability Score Modifiers Greater Paragon (+4 Cha, -2 Dex, -2 Wis) (2 RP): Walromenschen are incredibly alluring, but are slow and often overcome by their arrogance.
Languages Standard 0 RP

Racial Traits

Defense Racial Traits

Eternal Hope (2 RP): Walromenschen are so haughty that they have trouble contemplating that they can be bested. Members of this race gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, members of this race may reroll and use the second result.
Feat and Skill Racial Traits
Beguiling Liar (2 RP): Members of this race gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie.
Gregarious (1 RP): When members of this race successfully use Diplomacy to win over an individual, that creature takes a –2 penalty on attempts to resist any of the member's Charisma-based skills for the next 24 hours.

Magical Racial Traits

Seducer (2 RP): Members of this race add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. In addition, members of this race with a Wisdom score of 15 or higher gain the following spell-like ability (the caster level is equal to the user's character level):
1/day—charm person
Hypnotic Gaze (3 RP): Members of this race gain the following supernatural ability (the caster level is equal to the user's character level):
1/day—hypnotism; The effects last only 1 round.

Total 12 RP

Screech-*Lime*
2013-01-30, 09:13 PM
Well, one thing I can guarantee--differentiating between your types of dwarves by calling them "Russian dwarves" and "Scottish dwarves" is a pretty good way to ensure your world won't get super-serious.

Actually, so is having a race called gorks, now that I think about it...

They aren't actually going to be called "Russian" and "Scottish" Dwarves, those are just the offensive accents I'm going to attempt to use to distinguish them. It helps that there's a 50/50 chance any given Dwarf at any given time is completely hammered, so any incomprehensibility on either side can be explained away quite easily.

Amaril
2013-01-30, 10:46 PM
That may be, but you should be prepared for your players to start calling them that as soon as they notice the difference, since accents are the easiest way for players to tell characters apart in a game. Again, though, if one of your goals is a fairly lighthearted game, that may not be such a bad thing.