Pnumadesi Player's Companion Feedback and Updates

Post/Author/DateTimePost
#1

malcolm_northwinter

Jun 30, 2010 14:57:51
In preparation for the games I will be setting up to have run in the world of Pnumadesi, I wanted to get some preliminary feedback for the setting. I'll also be going through the book myself and providing some information about design philosophy and rules decisions while we go through it.

So, if you managed to grab the book and had time to read through it, let me know what you think. No post will be ignored. Also, if you're interested in running or playing in an adventure I'll be featuring in the next couple weeks, please also let me know here or through PM so I can start rounding out numbers and DMs.

The Sentinel as a class build
When I first posted the Sentinel here as a class about a year ago, a lot of the feedback I got surrounded its similarities with other primal defenders. In redesigning it, I at first tried to get away from that entirely, but didn't like the final result nearly as much as how it was when I started; so I went back to the drawing board. I feel like I hit the nail on the head when I figured introducing a new build for a class wasn't a terrible idea. The problem was I couldn't introduce it for the one to which it was likened, since the GSL only includes druids and barbarians for primal classes at this point. I thought about it and decided finally to make it a generic class build. It's like multiclassing, but there's no feat requirement for it. You just pick the build, apply where necessary, and go.
Now I'm curious about reception of this interesting take on generic class builds. It certainly opens up some design territory that may or may not have been so easily accessed before.
#2

malcolm_northwinter

Jul 06, 2010 7:46:31
Welcome back from your respective weekends, if anybody was celebrating the 4th.  I spent most of my weekend with the family while working on some of the initial scratch work for my next Pnumadesi book.

Having taken the weekend away from finishing up this book helped me organize my thoughts a bit, so I'm coming back to it with a fresh mind.  I've had a couple PMs about the work so far, but nothing really posted here, so I'll cover some things that were brought up through that method.

Signature Powers
SIGNATURE POWERS

You heard right.  I am the one who perfected the Iron Crusher.  Want me to show you?


Signature Powers Defined


As you grow in power, you become known to the common folk for several amazing acts you have performed over your career as a hero.  Sometimes, this takes the form of a signature move; one which everybody knows to associate with you.


  When you gain the appropriate level in your class, you can choose one signature power of that level.


#3

malcolm_northwinter

Jul 14, 2010 15:25:43
A new week, another review. I'm still going through some of the feedback I've received and would greatly appreciate any other contributions. Thank you to those of you who are helping out so far.

This week, I'm gonna look more into Racial Progeny feats. This matters because I'm just about done with the mini campaign hook I'll present at the end of the week and it involves a pregenerated character who will likely take one.

racial progeny feats


RACIAL PROGENY FEATS
#4

malcolm_northwinter

Jul 21, 2010 12:46:34
Welcome back to another week of review and insight into the Pnumadesi Player's Companion. For anybody following this thread, I've posted the 1st level scenario now in case you want to run something. Please consider getting back to me if you do so and let me know how it went.

Anyway, this week, I'm tackling feats again. This time, I'm going into more depth on why some of the feats were made and how they function in the greater scheme of things.

Unorthodox Training
UNORTHODOX TRAINING
Benefit: Choose two of the key abilities of your class. When a feature or power from that class lists one of those abilities, use the other. For example, you can choose Strength and Dexterity, then replace all instances of Strength in your fighter powers with Dexterity and vice versa.
Special: You can take this feat more than once. Each time you select this feat, choose a different class.

Unorthodox Training is a feat that we came up when one of our party members wanted to play a wizard who multiclassed into rogue. She didn't want to be the smartest character in the world, and her backstory supported her just having a knack with magical teachings. At first, we tried her out being a sorcerer who became a rogue, but she disliked the chaotic feel she was forced into and it didn't suit her character. After thinking on it, I finally told her she could give up a feat to use her Dexterity instead of Intelligence with her wizard spells.
Naturally, a few sessions in, she proved way overpowered since everything she did keyed off of her Dexterity (wand of accuracy much?). So, I had to tone her down a bit. We talked about it and agreed that, although she didn't have to be incessantly smart to be her brand of wizard, she did have to at least know what she was doing. I told her that when she read a power, to switch anything she saw about Intelligence with Dexterity (like before) and vice versa. She was fine with that, and now had a character who wasn't relying on 3 stats to survive because she could take a small rider from both Int and Cha to enhance her Dex based spells and exploits.

This character, by the way, is Yllana of Singe (and eventually Yllana Silentblaize) from the preview above.

And with that, the idea of Unorthodox training was born. As it's read, it means you can choose two key stats of your class, as defined in the stat block (Wizard can choose two of Int, Wis, Dex for example) and switch them when you would see either in a class feature or power. This opens up the door to multiclassing into many more options (with a small feat tax, but our group uses the option from Player's Strategy Guide where paragon MC gives you 3 refund feats, so we don't feel the pain). It's possible to play a wizard/rogue with Dexterity as your high point, or a fighter/sorcerer who relies on Strength and doesn't have to be pretty to be good at his spells.
#5

malcolm_northwinter

Jul 27, 2010 9:50:53
It's going to be a good week.  We got our Facebook page up here. and I've been making some progress on the detail going into the Pnumadesi World Companion.  I'll have more frequent updates through facebook, but I still plan to do the weekly review/information updates here as well.
Now, onto the fun stuff.  This week I'm going over the star race of Pnumadesi, the Xendauni.  Anybody who's downloaded the free copy I offered (or who visits the facebook page above) will see the only picture of a xendauni in existance today.  It happens to be the cover for the player's companion, and was created by my good friend (and an amazing graphic designer btw) Zaaron.
XENDAUNI
Sly, xenophobic tricksters able to shape-shift and skulk around
RACIAL TRAITS Average Height:  5’ 3” – 5’ 11” Average Weight:  120 – 200 lb.

Ability Scores:  +2 Dexterity, +2 Intelligence or +2 Charisma Size:  Medium Speed:  6 squares

Vision:  Low-light

Languages:  Common, Xendauni Skill Bonuses:  +2 Arcana, +2 Stealth

Shapechanger:  You are a shapechanger; you can alter your appearance.  As such, you are subject to the effects and conditions that affect shapechangers.  You can also take feats available to other races with shapechanger.

Xendauni Training:  You gain training in your choice of Arcana or Stealth.

Xendauni Resilience:    You gain a +1 bonus to your Fortitude defense.

Face Blending:  You have the face blending power.

Transform Self:  You have the transform self power.
#6

malcolm_northwinter

Aug 05, 2010 9:16:12
Sorry, running a little late this week.  I started a new job and am trying to get used to the hours (4am-9:30 avg).
Anywho, I've been working on some photo edits of my own this last week.  They're on the facebook page we made last week (see above post).  I'm not very good yet, but at least if I get them done, I can include them and say that I was able to finish 90% of my book on my own.  Now, there's an accomplishment.
So, I picked up my copy of the Dark Sun Campaign Setting this week.  I was a little more than surprised to see some of my own work has similarities to the stuff in there.  The world is without gods, arcane magic is outlawed....  Hmm, come to think of it, there aren't any more immediately obvious things that match.  Well, that makes me happy.  Either way, I figured I'd spend this week comparing our newest WotC campaign setting with my own; as sort of an exercise to show myself (and include everybody here) that I'm on the right track.
Athas vs. Pnumadesi
Story:  Athas is a world that magic has destroyed, and is still destroying.  Long ago, the gods died or left Athas to its own devices, nobody really knows why or to what purpose.  Arcane power defiles the land, so the benevolent (cough) sorcerer kings have outlawed its use outside of their control.  The deserts of the world make life difficult for everybody, and a scarcity of metal forces would-be heroes to adorn themselves in hides, scales, and glass.[br/]
Pnumadesi is a world separated by the gods, who are still very much in existance, but leave the central continent alone to grow or die as it would.  The elementals of Pnumadesi have a longstanding hatred for arcane magic because it has always been the power most sought to defeat them.  When the magelords of the continent finally fought themselves into a standstill with the elementals, they decided to split Pnumadesi with their own power and pulled half away for their own use.  Metal armor and heroes still exist; in fact, the world has a natural process of creating heroes who the masses call children of destiny.  Adventurers on Pnumadesi have a purpose all to their own, which often equates to preventing or starting some world altering event, for good or ill.[br/]

Mechanics:  Dark Sun introduces several new mechanical tools to help you flesh out the world of Athas.  Alternate options for enhancement progression, arcane defiling, sidebars on including races/classes that shouldn't exist, wild talents and themes are all things characters and DMs can use to parse out a Dark Sun campaign.  The world becomes a great place for experienced players and DMs to test their mettle when they want to learn and utilize every available option.
Pnumadesi hosts a new power scheme, called signature powers, racial progeny feats, a generic class build, nonstandard magic items, and an explanation for why and how most races and classes still exist on the continent.  No new learning process, as the mechanics involved in each have already been introduced in some way or another, thank you wizards.  Via this, Pnuamdesi fits the role of a campaign that's available to DMs and players who maybe aren't as experienced and prefer a setting without more bells and rickata-rackata (go go Smoochy).

Races: The mul and the thrikreen receive full racial options and write-ups.  A third race, the half-giants (goliaths) receive fluff and feats with no new mechanical updates.  Each other existing race gets some backstory, even if it is to say they were destroyed long ago and should only be included if the DM allows.

The ursaren, vedros, and xendauni round out the new racial options within Pnumadesi.  In addition, each race available through the GSL has backstory and a couple options seeded throughout to fit them into the world.  Pnumadesi also offers a host of backstories for potential races which can be flavored into those currently available to play something different.
Classes: In Athas, players have the option of using themes and several new builds for existing classes to round out their characters.  25 new paths spread out through races and themes round out the paragon tier and there are 5 setting-specific ways to complete your epic destiny as a character in Dark Sun.

Players in the world of Pnumadesi can create a totemist or a sentinel; and they can also enhance their current class with a signature power.  20 Paragon paths offer a mix of race or class choices since the races of Pnumadesi are defined by society for their individual talents more than their job or hobby.  3 setting-wide epic destinies focus on being a particularly powerful member of one's race, an arcane master, or an immortal being who watches the daily trappings of life.

Support: WotC has changed things up this year, and combined the campaign guide with the player's guide for Dark Sun.  This freed them up to also make a monster manual-esque book for the world and still hold to their mantra of 1 setting = 3 books and that's it.

Pnumadesi is a world with 6 (known) continents.  One or more of these continents will be featured in each upcoming player's companion, in addition to being featured in the world companion as a basic concept for running the game.  By this time next year, I look forward to being back here, talking to you about the Cas'Dilae and Yokaizi Deren focused player's companion, along with a monstrous companion featuring creatures across the four available continents of that time.
#7

malcolm_northwinter

Aug 12, 2010 18:10:59
If you're keeping up with our facebook page here, you'll see that our license went through to include the GSL logo on our books.  Yay!
Excitement aside, it's been a busy week for me.  I'm putting final touches on this rendition of the world companion and have been continuing ongoing work on our next sourcebook for Cas'Dilae and Yokaizi Deren.  Speaking of these two for a moment, I thought I'd take this opportunity to see if there are any other fledgling designers out there who'd like to jump in on some of the work with this world.  It'll be a great chance to get work published and earn recognition with a new company.
So, this week, I'll be tackling some of the information I previewed before about the Totemist.
Totemist

NEW CLASS:  THE TOTEMIST


The balance of nature must be preserved.


CLASS TRAITS


Role: Leader.  You create magical salves and perform powerful dances to protect your allies and defeat enemies.


Source: Primal.  The magic of nature surrounds you and gifts you with its potency when you call upon it.


Key Abilities: Wisdom, Strength, Charisma


 


Armor Proficiencies: Cloth, leather; light shields


Weapon Proficiencies: Simple melee, handaxes, scimitars


Implements:  Holy Symbols (fetishes), Totems


 Bonus to Defenses:  +1 Reflex, +1 Will


Hit Points at 1st Level:  12 + Constitution score


Hit Points per Level Gained:  5


Healing Surges per Day:  7 + Constitution modifier


 


Trained Skills: Heal and Nature. From the class skills list below, choose 3 more trained skills at 1st level.


Available Skills:  Athletics, Diplomacy, Endurance, Heal, Insight, Intimidate, Nature, Religion


 


Build Options:  Warchief Totemist, Healer Totemist 


Class Features:  Enduring Renewal, Healing Salve, Resonant Energy


 


Totemists act as the medicine men and specialist warriors of their people.  Through precise dance and chanting, a single totemist can whip his allies into frenzy or protect them from a cascade of fire.


  As a totemist, you recognize that, though rare, magic does still exist on the continent of Pnumadesi.  You harness some of that power to aid yourself and others during combat.


  The threat of the elementals provides you plenty of reason to continue perfecting your use of this magic in the hopes that, eventually, you can pull off more complicated tricks quickly.


CREATING A TOTEMIST


Totemists require Strength for themselves and Wisdom to assist the party.  Charisma enhances a totemist’s relationship with magic, which makes it a good choice for several of their evocations.  The two totemist builds presented here are the Healer Totemist and the Warchief Totemist.


 


* this class feature, feat, or power can be found in the D&D 4th edition Player’s Handbook.


 


Healer Totemist


Totemists have the potential to be great healers.  To do this, focus on Wisdom primarily for your attacks.  Charisma is good in case you want stronger secondary effects.  Strength would also be a decent choice for versatility.


Suggested Feat:  Medicine Man (Human feat:  Formal Practitioner)


Suggested Skills:  Diplomacy, Heal, Insight, Nature, Religion


Suggested At-will Powers:  Primal Chant, Natural Reprieve


Suggested Encounter Power:  Life’s Roar


Suggested Daily Power:    Revitalization


 Warchief Totemist


Wisdom is still the most important stat when playing a warchief.  It helps with your melee and thrown attacks, on which most of your powers are centered.  Strength adds to those attacks, and Charisma helps if you need to pick up some healing too.


Suggested Feat:  Weapon Focus* (Human feat:  Quick Draw*)


Suggested Skills:  Athletics, Endurance, Heal, Intimidate, Nature


Suggested At-will Powers:  Primal Chant, Drawing Strike


Suggested Encounter Power:  Master of the Hunt


Suggested Daily Power:    Wild Strength


#8

malcolm_northwinter

Aug 19, 2010 11:32:50
September is the month for the release of the Pnumadesi Player's Companion!  I'll zoom in some more on an exact date as we wrap things up with art.  Speaking of which, we're adding updated photos to our [/sblock]

This is the style we decided to use for the art in the Pnumadesi Player's Companion because it helps to envision the world while remaining distinct in its style.  To tie in with this picture, I'll be previewing the Ursaren race today.

Ursaren Racial Traits

  Average Height:  6’ 10” – 7’2”


  Average Weight:  250 – 300 lb.


   Ability Scores:  +2 Strength, +2 Wisdom or +2 Constitution


  Size:  Medium


  Speed:  6 squares


  Vision:  Low-light


   Languages:  Common, Giant


  Skill Bonuses:  +2 Athletics, +2 Perception


  Surprisingly Agile:  You get a +1 bonus to your Reflex defense.


  Exceptionally Strong:  You can wield a two-handed melee weapon, but not a double weapon, in your main hand.  A two-handed melee weapon wielded in your main hand gains the one-handed and versatile keywords. 


  Giant Heritage:  You have the giant keyword and are considered a giant creature for the purpose of effects which relate to creature origin.


  Mystical Ties:  Choose one implement type.  You gain a +1 bonus to attack rolls made with any normal implement of the type chosen.


  Keen-Eyed Warrior:  You can use keen-eyed warrior as an encounter power.


 


Keen-Eyed Warrior                                   Ursaren Racial Power


You strike at your foe when the time is just right.


Encounter


Free Action                        Personal


Target:  One creature under an effect you have created, such as marked, quarried, cursed, or anything a save can end.


Effect:  Until the effect ends, you deal 1d6 extra damage to the target when you hit it with an attack.


  Level 21:  Increase the extra damage to 2d6


 


Play an Ursaren if you want…


*  To be a just soldier who fights for a cause.


*  To fight strong with big weapons at your disposal.


*  To be a member of a race that favors the barbarian, fighter, and ranger classes. 


#9

malcolm_northwinter

Aug 23, 2010 15:19:11
A quick update, sorry no preview this time.  I'll have another later this week.

I just posted about the Call to Arms! Contest in the Off-Topic Tavern.  Check it out.  We also have the information and a link on the Northwinter Press Facebook Page.

 community.wizards.com/go/thread/view/758...
#10

malcolm_northwinter

Aug 25, 2010 23:51:25
1)  Big news this week.  First, today is my last preview from the Pnumadesi Player's Companion.  With it, I offer the standing image for the World Companion, which I'm finishing now and preparing to bring to the next step as well.  Starting next week, I will have a new thread titled

Pnumadesi World Companion Previews and Updates

I plan to start the process all over and show off some things from the world companion as I put on the final touches and get started on the art for the inside.

2) Next, I mentioned it earlier this week, but don't forget to take a look at the Call to Arms! Contest (link posted above).  For the hesitant, the winner gets a free copy of BOTH the digital and the physical book, in addition to seeing (along with the others of the top 5) their story and character incorporated in the world of Pnumadesi.  Help shape the world, and win prizes.

3)  Speaking of the Player's Companion, I'm leaning toward $14.49 for the digital copy, and $24.99 for the printed book, but that depends on if I stick to soft cover only.  With enough digital sales, I'll probably push for hard cover.

Let me know what you think about the binding idea.  Would you rather buy a hard cover or soft cover copy of the Pnumadesi Player's Companion.  It'll be nice, especially in the first print, to get something out there that the public would want to buy.

That covers it for those updates.  For the last book preview of the Pnumadesi Player's Companion, I offer you a look at the watchers.

Watcher

Pnumadesi is sometimes called the continent of two moons by those who live on the other continents of the world.  This is because shortly after separating Pnumadesi from Pnumadeja, the magelords established an island the size of a metropolis high in the sky.  This island appears to onlookers below as nothing more than a static moon over Pnumadesi.  Upon the island live the watchers:  heroes from the world’s past who’ve gained status with the council of wizards and earned immortality upon the island as long as they continue to document the happenings on the continent below.


 Prerequisite:  21st level


 When the wizard’s council of Pnumadesi separated the continent, they were wise not to assume that meant the people of their sister continent would be safe.  To keep an eye on it from their capital on Pnumadeja, the mages cast an epic ritual which raised an uninhabited island off their western coast and lifted it high into the sky over Pnumadesi.


  Heedless of the water which rushed to fill the missing island’s former location, as well as the change of tides surrounding Pnumadesi as a result of the gravity exuded by the new “moon” as many had come to call it, the mage council hand-picked heroes of their age and granted them immortal life in exchange for their staying upon the island and documenting Pnumadesi’s history.


  Heroes of the past have earned a place on the island above Pnumadesi.  As a reward for having played a part in the events of the world, the magelords of Pnumadeja welcome you into their trust as well.


  You are among those ranks now and have expectations with which you must keep up to maintain your place.  Knowing this, do you ultimately take your gift and walk away from immortality, or embrace it and live forever, bound to an island and servitude as a watcher whose purpose is to document the history of the world?


 Immortality


Whether you decide to walk that path or not is ultimately your decision.  To aid you in making your decision, the magelords of Pnumadeja grant you tastes of power to rival any of your mortal talents.


  Accepting the Offer:  One last act of heroism cements your place as a watcher from on high.  You say goodbye to loved ones and leave to your new home above Pnumadesi.  Once there, the magic of immortality takes hold and binds you to the island where you begin to observe the mortals of the land below and track their history.


 Watcher Features


All magelords have the following class features.


  Epic Ability (21st level):  Choose a key ability of your class and increase that ability score by 2.


   Taste of Immortality (24th level):  When an attack would reduce you to 0 or fewer hit points, you can spend a healing surge as a free action and regain no hit points.  Instead, you ignore the damage that would reduce your hit points to 0 or fewer.  This effect is cumulative, so the second time during the day in which you would be reduced to 0 or fewer hit points, you must spend 2 healing surges to ignore the damage, and so on.


   Watcher’s Attention (30th level):  You always go first on initiative, unless somebody else has a similar ability; in which case you roll against that person as normal.


  You can always act in a surprise round during combat.  This doesn’t allow you to forewarn your allies of an ambush unless you could otherwise do so.


 Watcher Power


 Watcher’s Gift                                                   Watcher Utility 26


Those who watch from above lend you their knowledge of the location of enemies and allies alike.


Encounter • Primal, Weapon


Minor Action                     Close burst 20


Effect:  Until the end of your next turn, you can see all creatures within the area, even if a creature is hidden, invisible, or behind a wall or magical ward.--