(Discussion) General Part II

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Hopefully I can get things set-up so that you don't have to read through every last little bit to get started... I feel bad about that...

Anyway, anyone can currently contribute to the Atlas & Almanac, until we start to set things in granite, which is quite possible if I ever get a reply from the individual that offered to contribute a map to the project.
 

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Thels said:
However, if it's going to be used, there should be a list of available combinations, I think. Saves some hassles later on. How about:

Air & Earth
Chaos & Law
Death & Healing
Destruction & Protection
Evil & Good
Fire & Water

The following Domains don't really have a counterpart: Animal, Knowledge, Luck, Magic, Plant, Strength, Sun, Travel, Trickery, War.

those are the basics from the SRD, though a (weaker) case could be made for strength and trickery... No one (as far as I have noticed) has yet addressed third party OGL material not in the SRD, though. There are a lot of domains out there and if someone wanted to port over a (balanced) shadow and light set of domains, I don't want it definitionaly excluded... I'll also eventually come up with a balance prestige domain for the PrC...

Speaking of which, as an unabashed worshipper of bastion press, can I use some of the Minions monsters in an adventure, or eventually play one of the PC races?
 

I'm fond of Lichtenhart/Uriel/Gnomeworks method. I 'think' they are identical. You can also modify it ever so slightly, just so long as I can get all the information in one window to view
Speaking as the person who reads through all of these things, I am endorsing this method also, as soon as I can get around to the Character thread I'll add a link to it in the Judge post.
 

Kahuna Burger said:
those are the basics from the SRD, though a (weaker) case could be made for strength and trickery... No one (as far as I have noticed) has yet addressed third party OGL material not in the SRD, though. There are a lot of domains out there and if someone wanted to port over a (balanced) shadow and light set of domains, I don't want it definitionaly excluded... I'll also eventually come up with a balance prestige domain for the PrC...

Speaking of which, as an unabashed worshipper of bastion press, can I use some of the Minions monsters in an adventure, or eventually play one of the PC races?
Having them as NPC's should be fine I think. PC race availability will grow over time.
 



In other news, a loose organization/philosophy, which my next character will be based on (did I mention I'm a character creation addict?)

The Mortalists.

Across Enworld, there are many people who dedicate their lives to a god. Clerics and palidans are the most obvious examples, but many individuals who do not personally wield divine power still place great importance on the worship of a particular diety. There are others who follow the religion they were born to out of habit and also those who give equal respect to any diety they are told of. And then there are the Mortalists. Mortalists' individual veiws of gods differ (see below) but they are bound by the belief that gods, if they exist at all, will not improve the lot of the mortal races and that the world is in the hands of its inhabitants. They also believe, by and large, that divine magic is just as personally generated as arcane and that gods do not grant their followers any special abilities.

Mortalism is generally a personal philosophy, and prostylitizing mortalists are rare. The few exceptions tend to be from amoung the many mortalist clerics who, having found that their own "Divine" gifts flow just as easily from personal meditation as devout prayer, try to open the eyes of ther clerics to the "true source" of their powers. The vast majority of mortalists, however, are inspired by their philosophy to attempt to better the world they live in by hard work, knowing that no miracle can accomplish that which the sentient races will not.

There are several rough catagories of mortalists.
PERSONAL MORTALISTS are not devoted to any particular god, though they may follow the non spiritual teachings of the religion in which they were raised. They are generally accepting of whatever non violent religion others choose to practice, and rarely self identify as mortalists unless the land they live in attempts to impose religion on them. Some personal mortalists believe in the existance of the various gods but simply do not include gods in their lives. Personal mortalists may be of any class but rarely include clerics or palidans.
SOFT MORTALISTS are usually agnostic on the existance of gods, and tend to beleive that if any of the enwordian gods do exist, they are involved in their own godly concerns and do not effect the lives of mortals for good or ill. They focus strongly on the positive aspects of mortalism, including personal responsibility and the obligation to change the world for the better. Though they will defend their philosophy if it is challanged, they tend to get along well with the religious. In regions of religious contention, they like to describe themselves as simply "impartial", and attempt to lead by example to guide others out of the conflict. Arcane spellcasters, druids and palidans tend to form the bulk of soft mortalists, though some clerics of religions which encourage learning and questioning may evolve into soft mortalists through their studies.
HARD MORTALISTS are firmly convinced of the non existance of gods as they are usually convieved of. They believe that divine magic is purely self generated in nature and that religions are simply a drain on the potential of the sentient races. Some of the hard mortalist philosophers have even posited the existance of powerful extraplaner beings who have learned to tap into the worshipping energy of religious groups, thus inverting the usual assumptions of divine connection. While only some hard mortalists will actively prostelitize against religion, none shy from identifying themselves and they will often wear the unofficial symbol of the mortalist philosophy, a lighted candle. (based on the words of one of the first recorded mortalist philosophers, who stated that it was better for the sentient races to light a candle than hope that gods would end their darkness.) The majority of hard mortalists are clerics, though other spell casters are common as well.

Mortalists are almost always good and tend towards the chaotic end of the spectrum, though neutral good mortalists are common as well. Mortalist clerics tend to take either the Magic or Knowlege domain with the second reflecting their work in life (healing or protection are common, followed by strength or war for those in regions of conflict.) In situations where a "favored weapon" is nessaccary, they tend to use a weapon based on a tool of the common folk of their region - sickles and scyths being common in agrarian societies, nets amoung fisherfolk, etc.
 

(reposting here as we never really resolved this in the other thread)
Q: How are in-game use of 'Craft' skills going to be handled?

Example: A character with a total modifier of +10 for Craft(Bowmaking) decides to make a Masterwork Composite Longbow by taking 10 for all the Craft checks.

According to the craft rules this takes the character 10 weeks* of game time. How "long" is "10 weeks"?

*DC15 x Result of 20 for the craft check results in 30gp worth of work/week on the bow. DC20 x Result20 results in 40gp worth of work/week for the Masterwork component. 2.5 wks for the bow, 7.5 for the Masterwork component.

I had an idea here now that I've been pondering it for a while:
Each level, a character has one "week" of crafting time for each Craft skill rank they have. For ease-of-use we could probably assume that characters are always taking 10 when crafting.

Conveniently, doing it this way is easily extensible to allow characters to benefit from Profession skills.
 

Sounds valid. I don't have the authority to make it canon, but I'm all behind it if the other judges like it. This is the best solution to the issue of craftin that I've seen.

[Edit: For some reason I spell "behind" h-e-i-n-d. Just h-e-i-n-d. Not even a "B." Go figure]
 
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Another topic I'd like to bring to the judge's attention...

The handing out of XP. Given the importance of XP in researching feats, I think that XP should be handed out upon it being earned - this results in characters being as up-to-date as possible, as well as there being little issue if a character suddenly decides to drop from a group (little issue in not having to ask the DM for the XP).

I discussed this slightly with Uriel in the Vinyard adventure, and I'm fine with his (?) decision. However, I think that this is an issue that the judges should make a call on.

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Also, could someone make a decision as to whether or not my feat is acceptable? Now that things have started cooling down, I think that we could start introducing small elements of new things... such as feats. ;)

Delmontes Technique: Piercing Whip [General]
You are so skilled in using a whip, that you can find chinks in almost any armor and strike there with enough force to deal damage.
Prerequisites: Exotic Weapon Proficiency (Whip), Weapon Finesse.
Benefit: When using a whip, you can deal damage to opponents regardless of their armor or natural armor.
Normal: Without this feat, you can't deal damage with a whip to opponents with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher.
 

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