Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
Primitive campaign setting
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Tonguez" data-source="post: 467599" data-attributes="member: 1125"><p>Okay firstly the Druid does need work in order to expand its spell list beyond its 'woodland' home. This then will require the DM being a bit more creative - it might be as simple as changing all reference to tree/wood to plant (moving through 12' high savannah grass is the same as moving through trees). IMC I basically turned the Druid into a Shaman by giving him access to the Spirit world and turning his first Animal Companion into a spirit (celestial template).</p><p></p><p>Clerics depend largely on the complexity of your religion. Do you have an established 'Divine order' beyond that of nature spirits? If yes then use Cleric as is, if not then turn them into Shaman (with their domain spells performed by spirits). Neolithic cultures definately had established gods and even earlier epochs are known to have had some kind on of notion of an 'afterlife'. Its even possibly to combine animism (Shaman spirits) with some form of ~theism. In Polynesia this is done by establishing gods as ancestors to the various spirits eg Tangaroa (god of the Sea) is the ancestor of the Fish and the Waves. Each fish and the waves too have their own spirit which can be invoked by a Shaman, whereas a Cleric would invoke the god directly. It then just means creating appropriate Domains. Also the militant aspect of the Cleric is in fact more logical in a primitive society where even priests need to be able to fight</p><p></p><p>Basically Druids and Clerics can be used but might require you to customise their spell lists and reimagine the fluff.</p><p></p><p>Rogues exist in two main forms imc (Mythic Polynesia) first as Scouts mainly using there stealth to check out enemy camps before returning home and second as Runners - a kind of 'Herald' Servants of the Tribal Chief noted for their speed (+10 speed) who act as messengers (ie the pony express without a pony) and rely alot on Charisma. This Rogue will need some fighting ability and 'expertise' so as to rely on dexterirty more than strength in combat.</p><p></p><p>Polynesia also had 'assassins' the most famous being Fakataupotiki who snuck into the house of an enemy chiefs and killed him with a Stingray barb inserted into his rectum. (I'd use the Scout in this role)</p><p>There is also a legend from Hawaii of a Master Thief who was challenged to a thievery competition. A number of theives had to steal as much as they could without getting caught - and they did. However the Master Thief won because he waited till the others had finished and then stole their loot.</p><p></p><p>Paladin exists imc as 'Spirit Champions' and they act as the chosen 'vehicle' of a Beast Spirit (Clan War-god). The Champion carries the spirit into battle and allows it to feed (Smite) in return for which the Spirit gives the Champion a portion of its power (heal). The Mount becomes an intelligent creature Animal Companion (eg a Shark god sends a Shark companion)</p><p></p><p>Fighters are needed in a primitive campaign but the feats should be allocated inorder to have they more generalist than anything. - Track for hunting ability etc. </p><p></p><p>The reduced skill crossclassing requires is probably consistent with the period in which specialisation was required in order to ensure survival.</p><p></p><p></p><p><em>Hawaiki classes</em></p><p></p><p>Warrior (with Feats)</p><p>alt.Ranger</p><p>Barbarian</p><p>Rogue-Runner</p><p>Rogue-Scout</p><p>PrC Paladin*</p><p>PrC BeastRider</p><p></p><p>Cleric</p><p>Navigator (Cleric/Expert)</p><p>Druid (Shaman)</p><p>Scorcerer</p><p>Expert (with a small spell list)</p><p>Bard</p><p>PrC Loremaster</p></blockquote><p></p>
[QUOTE="Tonguez, post: 467599, member: 1125"] Okay firstly the Druid does need work in order to expand its spell list beyond its 'woodland' home. This then will require the DM being a bit more creative - it might be as simple as changing all reference to tree/wood to plant (moving through 12' high savannah grass is the same as moving through trees). IMC I basically turned the Druid into a Shaman by giving him access to the Spirit world and turning his first Animal Companion into a spirit (celestial template). Clerics depend largely on the complexity of your religion. Do you have an established 'Divine order' beyond that of nature spirits? If yes then use Cleric as is, if not then turn them into Shaman (with their domain spells performed by spirits). Neolithic cultures definately had established gods and even earlier epochs are known to have had some kind on of notion of an 'afterlife'. Its even possibly to combine animism (Shaman spirits) with some form of ~theism. In Polynesia this is done by establishing gods as ancestors to the various spirits eg Tangaroa (god of the Sea) is the ancestor of the Fish and the Waves. Each fish and the waves too have their own spirit which can be invoked by a Shaman, whereas a Cleric would invoke the god directly. It then just means creating appropriate Domains. Also the militant aspect of the Cleric is in fact more logical in a primitive society where even priests need to be able to fight Basically Druids and Clerics can be used but might require you to customise their spell lists and reimagine the fluff. Rogues exist in two main forms imc (Mythic Polynesia) first as Scouts mainly using there stealth to check out enemy camps before returning home and second as Runners - a kind of 'Herald' Servants of the Tribal Chief noted for their speed (+10 speed) who act as messengers (ie the pony express without a pony) and rely alot on Charisma. This Rogue will need some fighting ability and 'expertise' so as to rely on dexterirty more than strength in combat. Polynesia also had 'assassins' the most famous being Fakataupotiki who snuck into the house of an enemy chiefs and killed him with a Stingray barb inserted into his rectum. (I'd use the Scout in this role) There is also a legend from Hawaii of a Master Thief who was challenged to a thievery competition. A number of theives had to steal as much as they could without getting caught - and they did. However the Master Thief won because he waited till the others had finished and then stole their loot. Paladin exists imc as 'Spirit Champions' and they act as the chosen 'vehicle' of a Beast Spirit (Clan War-god). The Champion carries the spirit into battle and allows it to feed (Smite) in return for which the Spirit gives the Champion a portion of its power (heal). The Mount becomes an intelligent creature Animal Companion (eg a Shark god sends a Shark companion) Fighters are needed in a primitive campaign but the feats should be allocated inorder to have they more generalist than anything. - Track for hunting ability etc. The reduced skill crossclassing requires is probably consistent with the period in which specialisation was required in order to ensure survival. [i]Hawaiki classes[/i] Warrior (with Feats) alt.Ranger Barbarian Rogue-Runner Rogue-Scout PrC Paladin* PrC BeastRider Cleric Navigator (Cleric/Expert) Druid (Shaman) Scorcerer Expert (with a small spell list) Bard PrC Loremaster [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Primitive campaign setting
Top