Mornings
2019-10-04, 10:00 PM
1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
Pathfinder
2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
Golarion, AR 4699.
The game has a very large focus on intrigue and investigating the secrets of Raven's Cradle, the mysterious emerging ruins and the disappearance of Denil Demn. Expect difficult encounters and crushing foes. As you progress the venture will become a spanning dungeon crawl as you delve into the ruins, navigating environmental challenges, traps and powerful enemies. The game claims high lethality, challenging players to exercise utility and personal preparation to better their odds while exploring the deadly subterranean depths. Packing magic and mundane tools will greatly aid you. Death is around the corner, but proceeding cautiously will better your odds.
Enemies are drawn from a massive array of 3pp Bestiaries. While encounters will be scaled by CR within APL+3 (or less), enemies from many sources such as Tome of Horrors are well known to be far more challenging than traditional foes. Failed saves against creatures above CR5 will frequently be critically punishing, or lethal to some characters. Combat will be frequent, and players should gauge when it is wiser to regroup and recover before proceeding further.
Good luck.
⬨ High Technology
(While rare, it does exist. Players may purchase technological equipment at 50% the listed cost.)
⬨ Firearm Setting: Commonplace Firearms
(Advanced firearms do exist but are extremely rare even in Alkenstar. Modern firearms are unheard of, but do exist. Players may purchase Advanced Firearms at cost, no price reduction for firearm setting is applied to these weapons. Early and Advanced firearms are martial weapons and otherwise function as normal according to the Commonplace Firearms Setting rules. For details regarding the new Modern Firearms see section 7 below.)
3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
3-5
4. What's the gaming medium (OOTS, chat, e-mail etc.)?
OOTS. Character sheets will be created via Mythweavers (https://www.myth-weavers.com).
5. What is the characters' starting status (i.e. experience level)?
1st Level
6. How much gold or other starting funds will the characters begin with?
3,000gp
Avoid pets and mounts, or anything that can't fit through a 5ft hole or plummet down a subterranean shaft without dying. Familiars and small sized creatures could be useful, at least for setting off traps, and general dungeneering utility, but don't get too emotionally attached with the inevitable bear trap sitting around to chop-up Mr. Fluffymittens. Plan accordingly, you will burn/freeze or starve to death if you journey unprepared. Plan for some rough patches throughout your travels and bring a first aid kit.
⬨ Partially Charged wands are fine
⬨ Pre-game crafting is a go (there won't be time for it later)
7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
There will be crap loads of skill checks, putting the heavy lumbering plate-clad warriors in tough positions if you can't reduce your ACP. Most Runners value the highest quality armor they can afford without sacrificing their mobility. Running, jumping, swimming and squeezing through tight spaces is regular duty for those in their field, and often is the difference between life and death. Environmental hazards will be extremely perilous and common - plan accordingly.
Generally all 1PP material (Paizo) is good to go, but if it hasn't been uploaded to the SRD or Archives you'll need to pm the source to me so I can review it (yes, the whole damn document, not just the name of a book.) I'm open to accepting Pre-Core Paizo sources with the accompanying referenced source. So if you have that special thing you want from Dragon Issue# 186 that you really love, shoot it over to me and I'll give final approval.
Note: Exceptional races that don't need to eat or sleep will be a minority, likely one at most in the party. Feel free to play whatever weird whacky races you want, but keeping it generally mortal is a good rule-of-thumb.
⬧3PP from the following publishers is a go: (Make sure you annotate if any of these sources are used on your sheet & what you've taken)
⬨ Dreamscarred Press (*clears throat* Aegis is banned - I'll add an evil laugh later. Everything else on the PFSRD for DSP is good to go.)
⬨ Spheres of (Power/Might) (DDS) (http://spheresofpower.wikidot.com): Don't get too nuts.You're working with what's listed on the wiki. Obviously spherecasting classes are fine, as are Spheres of Might classes. Conventional Vancian magic is still the default here boys, you're just a very unique magic slinger using methods others will likely be very unfamiliar with. This similarly extends to the unique martial practices of SoM, most warriors will view your techniques as completely foreign. These combat techniques will not be associated with any common regional practice or trade thematically. You're just plain weird. It'll be up to you to explain how you happened to come upon these unique teachings and who taught them to you. It'll give you something fun to think about
⬨ Adventurer's Essentials
⬨ Necromancers of the Northwest
⬨ Deep Magic (Spells)
⬨ The Book of Forbidden Magic (Spells)
⬨ Genius Guide to Ice Magic
⬨ Genius Guide to Chaos Magic
⬨ Monte Cook's Arcana Evolved (Spell Templates/Runes of Energy & applicable feats)
⬨ Monte Cook's Arcana Evolved: Spell Treasury (Spells)
⬨ 101 Shadow and Darkness Spells
⬨ 101 Urban Spells
⬨ 101 Swamp Spells
⬨ 101 Forest Spells
⬨ 101 Subterranean Spells
⬨ 101 Hill & Mountain Spells
⬨ 101 0 Level Spells
⬨ 101 1st Level Spells
⬨ Weekly Wonders: Spells_of_the_Rebellion
⬨ Ultimate Composition
⬨ MC Expanded Archetypes (https://sites.google.com/a/pathfindercommunity.net/home/classes/multiclass-archetypes)
⬨ Expanded Feats List ----- (http://www.d20pfsrd.com/feats/3rd-party-feats/necromancers-of-the-northwest/combat-feats---3rd-party---necromancers-of-the-northwest)
⬨ Expanded Weapons List (SRD) (http://www.d20pfsrd.com/equipment---final/3rd-party-equipment/3rd-Party-Weapons)
⬨ FFD20 SRD (http://www.finalfantasyd20.com): (All content is approved. Freelancer may be multiclassed.)
⬨ BoMT: Paleblade Assassin (https://drive.google.com/file/d/1E0IiQtrxrb2HXmYCaw_DdicfKQ4c8ByP/view?usp=sharing)
Pavise: A large shield with a series of legs attached.
This shield functions identically to a tower shield, however
as a standard action the wielder may plant his shield on the
ground. This functions identically to raising a tower shield to
defend one corner of the wielder's square, however the wielder
releases the shield after planting the device's legs. The wielder
retains the benefits of his shield while remaining within the square
which it is planted. As a move action he may make a ranged
attack over the pavise suffering a -2 penalty due to the awkward
nature of firing a weapon over this barrier. The wielder
retains his shield bonus but looses the benefits of total cover while
using his shield in this fashion, regaining this benefit after
completing his attack. If he moves from the square which he set
his shield, he looses all benefits the shield provided. Any creature
moving into this space gains the benefits the shield provides normally.
The wielder may take down the pavise as a full round action.
Due to the complexity of the tripod system's locks and various
bolts, a wielder with under 13 intelligence suffers a 30% chance
of failure while attempting to set up or take down his pavise in combat.
This penalty does not apply while outside of combat. Due to its robust
build and weight, a pavise has twice the amount of hit points for a
shield of its type. (Requires Tower Shield Proficiency)
(500gp) AC: +4 Dex: +2 ACP: -10 ASF: 50% — — 90 lbs
Arrow, Thunder: Thunder arrows are tipped with
thunderstones (see Chapter 7 of the Player ’s
Handbook). A hit from a thunder arrow deals no
damage but triggers the thunderstone’s sonic attack.
Thunder arrows that miss should be treated as
attacks with a grenadelike weapon (2 gp, ea)
Arrow, Alchemist’s: Each of these projectiles carries
a deadly load of alchemist’s fire in its hollow
shaft. When it strikes a target, the arrow’s shaft shatters,
releasing the alchemist’s fire directly onto the
target. One round after impact, the alchemist’s fire
ignites, dealing 1d4 points of damage. The target can
use a full-round action to attempt to extinguish the
flames before taking this damage. It takes a successful
Reflex saving throw (DC 15) to extinguish the flames.
Rolling on the ground earns the target a +2 bonus on
the save. Submerging (such as by leaping into a lake)
or magically extinguishing the flames automatically
kills the flames. (75gp, ea)
Bolt, Tumbling: A tumbling bolt resembles a standard
crossbow bolt except for a few minuscule holes
and vents along the shaft. A channel allows air to pass
through the bolt, which causes the bolt to tumble
when fired. The bolt deals +2 damage but only has
one-half its normal range increment due to the way
the projectile moves through the air. (5 gp, ea)
Crossbow, Great: A great crossbow requires two
hands to use effectively, regardless of the user’s size.
You draw a great crossbow back by turning a winch.
Loading a great crossbow is a full-round action that
provokes an attack of opportunity.
A Medium-size character cannot shoot or load a
great crossbow with one hand at all. With training,
a Large creature can shoot, but not load, a great crossbow
with one hand at a –4 penalty. If a Large creature
attempts to fire a separate great crossbow in each
hand simultaneously, the standard penalties for two
weapon fighting apply
(100 gp) - 1d12 19–20/×2 150 ft. 15 lb. Piercing
Sapara: This ancient sword is a smaller version of
the khopesh. You can use a sapara to make trip attacks
with its hooklike blade. If you are tripped during
your own trip attempt, you can drop the sapara to
avoid being tripped.
(15 gp) - 1d6 19–20/×2 — 6 lb. Slashing
Double Bow, Elven: This double-stringed longbow
can be used as a normal longbow by anyone proficient
in that weapon. Characters with Exotic Weapon Proficiency
(elven double bow) can use the bow to fire two
arrows at once. Nocking an arrow on the second string
requires a move-equivalent action. Once the wielder
has taken an action to load the second string, his next
attack is a double shot that launches both arrows
simultaneously at the same target. The wielder makes
one attack roll at a –2 penalty to determine whether or
not both arrows strike the target. If the attack is successful,
both arrows deal normal damage. If the attack
is a critical hit, only one arrow deals extra damage, and
extra sneak attack damage is applied only once.
(1,000 gp) - 1d8 ×3 90 ft. 3 lb. Piercing
Fukimi-Bari (Mouth Darts): These slim, almost
needle-like metal darts are concealed in the mouth,
then spit at the target. Their effective range is
extremely short, and they deal little damage, but they
are highly useful when taking an opponent by surprise.
You can fire up to three fukimi-bari per attack
(all at the same target).
Do not apply your Strength modifier to damage
with fukimi-bari. They are too small to carry the extra
force that a strong character usually imparts to a
thrown weapon. The cost and weight are for a single
fukimi-bari. Fukimi-bari are not ammunition, and only
a single attack roll is made for the three weapons fired.
(1 gp) - 1 ×2 5 ft. 1/10 lb. Piercing
Fullblade: A fullblade is 18 inches longer than a
greatsword and is too large for a Medium-size creature
to use with two hands without special training;
thus, it is an exotic weapon. (Medium-size creatures
cannot use a fullblade one-handed at all.)
A Large creature could use the fullblade with one
hand, but it would be assessed the standard –4 nonproficiency
penalty on its attack rolls; Large creatures
can use the fullblade in two hands as a martial
weapon. A Large creature with the Exotic Weapon
Proficiency (fullblade) feat can use the fullblade in
one hand, but a Medium-size creature must use both
hands even if it has the relevant feat. A fullblade is
also called an ogre’s greatsword.
(100 gp) - 2d10 19–20/×2 — 23 lb. Slashing (exotic)
Skiprock, Halfling: These polished, perfectly
weighted stones are prized by halflings, for if thrown
well enough, they ricochet off one target to strike a
second. If the skiprock hits its target, it ricochets
toward another target of the thrower’s choice adjacent
to the original target (within 5 feet). The thrower
immediately makes a second attack roll for the skiprock
against the new target, with an attack bonus
equal to the first roll –2.
(3 gp) 1d3 ×2 10 ft. 1/4 lb. Bludgeoning
Shotput, Orc: Special training turns a grapefruitsized
sphere of crude iron into a deadly projectile.
Even with the Exotic Weapon Proficiency (orc shotput)
feat, a wielder must be Medium-size or larger to
use the weapon effectively (or take an additional –3
penalty on attack rolls in addition to the standard –4
nonproficiency penalty).
(10 gp) 2d6 19–20/×3 10 ft. 15 lb. Bludgeoning
Greatsword, Mercurial: This huge blade hides a
secret reservoir of quicksilver (also called mercury
by alchemists) that runs along the interior of the
blade in a slender channel. When the blade is vertical,
the mercury swiftly fills an interior bulb in the
haft, but when swung, the heavy liquid flows out
into the blade, making it heavier. In nonproficient
hands, this shifting mass penalizes the wielder by an
additional –3 penalty on attack rolls, beyond the
normal –4 nonproficiency penalty for using an
exotic weapon untrained
(600 gp) 2d8 ×4 — 17 lb. Slashing
Duom: The duom is a longspear with a standard
spearhead, as well as two blades curved so that they
point backward along the shaft. The weapon has
reach, allowing you to strike opponents 10 feet away
with it. Those proficient with the duom can also
attack adjacent foes with the reversed heads using a
practiced “reverse thrust.” Apply a –2 penalty on the
attack roll if you use the duom to attack a second,
adjacent opponent in the same round you attacked
the first opponent.
(20 gp) 1d8 ×3 — 8 lb. Piercing
Mace, Double: A stout shaft with a spiked, cylindrical
head at each end, this is a double weapon.
You can fight with it as if fighting with two
weapons, but if you do, you incur all the normal
attack penalties associated with fighting with two
weapons as if you are using a one-handed weapon
and a light weapon (see Attacking with Two Weapons
in Chapter 8 of the Player’s Handbook). A creature
wielding a double weapon in one hand can’t use it
as a double weapon.
(125 gp) 1d8/1d8 ×2 — 25 lb. Bludgeoning
Manti: A manti is a shortspear with four additional
spear heads that project vertically from the
shaft, creating a star pattern of five blade heads
instead of just a single forward-pointing blade. The
advantage of the unusual blade arrangement is that
you can make one additional attack of opportunity
during the round
(15 gp) 1d8 ×3 — 9 lb. Piercing
War Fan: This weapon appears to the untrained eye
as nothing more than a beautifully crafted lady’s fan.
In fact, the vanes of the fan are crafted from steel, and
the tips are needle-sharp. When first entering melee
using a war fan, you may attempt a Bluff check against
an opponent’s Sense Motive check. If you win the contest,
you gain a +4 bonus on attacks made against that
foe during the first round of combat.
(30 gp) 1d6 ×3 — 3 lb. Slashing
Gauntlet, Spring-Loaded: This gauntlet possesses
a broad ridge of metal that extends along the bottom
of the forearm to the edge of the wrist articulation,
where a circular orifice is visible. This ridge of metal
hides a spring-loaded mechanism that can expel a
bolt with great force, akin to a miniscule crossbow.
You load the gauntlet by inserting a bolt in the hole
and pulling back a hidden lever. Loading the springloaded
gauntlet is a move-equivalent action that
provokes an attack of opportunity. You fire the
spring-loaded gauntlet by sighting down your arm,
then flip your hand back so that your palm faces your
opponent—this motion fires the gauntlet. The cost
and weight are for a single gauntlet.
A character who attempts to fire two spring-loaded
gauntlets at once incurs the standard penalty for
two-weapon fighting. The Ambidexterity feat lets
someone avoid the –4 off-hand penalty
(200 gp) 1d4 ×2 20 ft. 4 lb. Piercing (exotic)
Longsword, Mercurial: As the mercurial greatsword,
except that in nonproficient hands, the shifting
mass and feel of the blade penalizes the wielder
by an additional –2 penalty on attack rolls, beyond
the normal –4 nonproficiency penalty for using an
exotic weapon untrained.
(400 gp) 1d10 ×4 — 6 lb. Slashing (exotic)
Claw Bracer: A claw bracer is a metal armband with
three steel claws projecting from the top, extending
about 4 inches beyond the tip of the wearer’s extended
fingers. The wearer can cast spells normally while
wearing the bracer and cannot be disarmed. Many
claw bracers are enhanced as magic weapons.
(30 gp) 1d4 19–20/×2 — 2 lb. Piercing
Triple Dagger: This weapon is used in the off hand
as a means to disarm an opponent—you hold it as you
would a shield, not another weapon, and so do not take
penalties for fighting with two weapons. When using a
triple dagger, you get a +3 circumstance bonus on your
opposed attack roll when attempting to disarm an
opponent (including the roll to keep from being disarmed
if you fail to disarm your opponent). The triple
dagger could also be used as a normal dagger, if
desired, but if used in the off hand, all normal penalties
for fighting with two weapons apply
(10 gp) 1d4 19–20/×2 — l lb. Piercing
Throwing Iron: These weapons have complex blades
with two or more edged or pointed protrusions. Unlike
most hurled weapons, throwing irons are as often
thrown along a horizontal plane as along a vertical one.
(8 gp) 1d6 ×3 15 ft. 3 lb. Slashing, Monk
Ward Cestus: This is a stout leather gauntlet with
a well-forged metal weight sewn into it over the
knuckles. A strike with a ward cestus is considered an
unarmed attack. If you take a Total Defense action,
or fight defensively you gain an additional +1 bonus to
your Armor Class, representing blows you block with the
back of your protected hand. Your opponent cannot disarm
you of a ward cestus. The cost and weight are for a single
ward cestus
(10 gp) 1d4 x3 1 — 4 lb. Bludgeoning
Assassin's Guildmark: A small scale-like blade favored
by Daggermark assassins belonging to the city's Assassins and
Poisoners Guild. Each blade is magically marked with the wielder's
unique seal, as per the spell Arcane Mark when used. After a blade
has been activated in this manner it cannot be used again - preventing
rivals from using these 'calling cards' maliciously. If proficient
with this weapon the wielder is granted a +6 circumstance
bonus to sleight of hand checks made to conceal them. A spent
Assassin's Guildmark functions as a obal and is usually placed
inside the target's mouth. For this reason these thrown weapons
are expended after a single use.
(25 gp) 1d2 18-20x4 10 ft - lb. slashing & piercing
⬨ ((Modern Weapons: Firearms)) (http://www.d20modernpf.com/wealth-and-equipment/weapons): The ruins weren't the only thing beginning to appear, alongside them were strangers from an unknown land called 'Offworlders'. Their weapons and technology were far superior to their own, but still less advanced than the ancient technological marvels left behind from some bygone age. Modern Weapons are exotic and require the Exotic Weapon Proficiency feat to use effectively. Modern weapons are not included under Exotic Weapon Proficiency (Firearms) nor class Weapon and Armor Proficiency 'all firearms', such as the gunslinger. Due to their otherworldly design and nature, Modern Weapon proficiency must be specifically acquired via feat or similar means. These weapons and their ammunition are worth 3.55x their listed costs ($ is equal to a value in gp), but valued at a far greater price on the market. Neither of which may be crafted. These rare and powerful weapons are the pinnacle of ranged combat and are highly coveted.
⬧ 3PP from the following publishers may be allowed on case-by-case basis:
⬨ Legendary Games
⬨ Kobold Press
⬨ Interjection Games
⬨ Rite Publishing
⬨ Dragon Magazine
⬨ Official 3.5 Spells, request individually
⬨ Other 3pp by request: If I veto your request move on. This isn't a conversation, you'll get a 'go for it' or a 'Naw'. I own a metric crap ton of 3pp books so it should be a rather prompt response, however I still require you provide an accessible source. If its something I'm not familiar with I'll give it a good look and get back to you.
⬨ Templates may be approved by request
⬨ Race Builder may be approved by request
⬨ No Homebrew
The following swaps for Trap Finding may be taken. Additionally you may request to swap other class abilities from any class to take one of those listed below, however you must still meet any prerequisites they may have (eg: if the ability uses sneak attack, you must have sneak attack). The swap may or may not be allowed, but no harm in asking.
The Trap Finding Class Feature may be swapped for one of the following:
Black Marketeer (Ex): You add
half your level to Appraise checks made
to determine the value of a common item
(minimum +1). You also add your level to
the percentage of an item’s value you receive
when you sell it (normally you sell items for
50% of their value), and reduce the price you
pay for things by a percentage equal to your
level.
Chink in the Armor (Ex): Once per
day, when you successfully strike with a
sneak attack but the extra damage is negated
(such as by armor with fortification), as a
swift action you may deal half the additional
dice of damage (round up) anyway. You may
do this twice per day at 8th level, and three
times per day at 16th level.
Climb Walls (Ex): You add one-third
of your level to Climb checks (minimum +1).
You only need one hand free to climb, and
you do not lose your Dexterity bonus to AC
while climbing.
Harass (Ex): When you successfully hit
a target with a sneak attack, you may choose
to deal fewer dice of sneak attack damage. For
each die of damage you forgo, you place the
target at a -1 penalty to one of the following
categories: attack rolls, CMB checks, ability
checks, concentration checks, or skill checks.
This penalty ends at the beginning of your
next turn.
Hoodwink (Ex): You add half your
rogue level to Bluff checks made to convince
a target you are telling the truth (minimum
+1). You may also make a Bluff check to form
denials into phrases that are technically true,
though misleading. If you are trying to avoid
magical detection of a lie, the DC of your Bluff
check is equal to the spell’s saving throw
+10. If you are trying to leave the impression
you denied having done something without
actually denying it, the Bluff DC is +5 higher
than the DC of a Bluff to believably deny it
outright.
Ki Pool (Su): You have a ki pool equal
to a ninja of your rogue level, and you may
use your ki pool for the same things a ninja
does. At 1st level you have no points in your
ki pool, but treat all Acrobatics checks made
to jump as if you had a running start.
Pick Your Way (Ex): You add half
your level to Acrobatics checks made to avoid
taking attacks of opportunity when leaving a
threatened space. You do not treat crowds as
difficult terrain.
Poison Use (Ex): You are trained in the
use of poison, and cannot accidentally poison
yourself when applying poison to a weapon.
Trapmaker (Ex): You add half your
level to your Craft (trapmaking) checks, and
to the DC of Perception checks required to
spot traps you make (minimum +1). At 4th
level you may take the Learn Ranger Trap feat
(see Ultimate Magic) as a rogue talent without
meeting its prerequisites. You treat your
rogue levels as ranger levels for purposes of
this feat and all ranger traps. You may spend
additional talents to learn +2 ranger traps per
talent spent.
Turn the Knife (Ex): When you
successfully sneak attack a target that is
denied its Dexterity bonus to AC, you deal
+1 hp of damage per sneak attack die.
Street Tough (Ex): You are proficient
in all martial weapons.
Sacrificial Blow (Ex): Once per day
you may add half your sneak attack dice as
damage (minimum +1d6) to a melee attack
that does not normally qualify to be a sneak
attack. Doing this leaves you exposed (as you
reach to strike a foe’s vulnerable zones despite
his guard being up), and you provoke attacks
of opportunity from threatening creatures.
You may do this twice per day at 8th level,
and three times per day at 16th level.
8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
Non-monstrous races are all on the table, if you want to use alternate racial features, just give me a heads up, but are generally they are all good to go. If you're an Aasimar/Tiefling and you want to use their racial variant table you'll roll for the result. You can take or leave what you roll, but no rerolls. 3pp races case by case with a source.
Feel free to get crazy with your races, just try to make the characters interesting. Keep in mind the villagers of Raven's Cradle view halflings as 'exotic', other stranger races are subject to a mixed reception. Races that can pass as more human (eg: Changlings, Shabti etc) will be more generally accepted, or thought as human without closer inspection. Noticeably non-human races, such as Tieflings, half-orcs or goblins will likely be met with a wide range of responses, from fear, scorn, resentment or even being blatantly ignored - being treated more as a nuisance that must be tolerated. Changing the minds of the villagers won't be easy, but isn't impossible.
9. By what method should Players generate their attributes/ability scores and Hit Points?
⬨ Ability Scores: 3 sets of 4d6b3 (take the best). If you don't like your sets take a 36pb
⬨ Hit Points: HP is max first level. Subsequent HP is rolled, if below half take average rounded up (eg: 1d10 = 5.5)
⬨ 2 Traits
⬨ 1 Drawback (Optional, grants additional trait)
⬨ 1 Potential: Select 1 General Potential from the list or a Potential Path. Additional Potentials may be taken from the respect Path (if a Path is chosen) or from the General Potential List at additional cost. A player may pay any or all of the listed costs during character creation gaining an additional Potential selection. Each choice may only be taken once: ◯ Sacrifice all bonus feats granted each level (as listed under houserules) | ◯ Sacrifice all non-initiator bonus-feats (if you possess them, as listed under houserules) | ◯ Sacrifice all standard feats imparted via level-progression (Levels 1,3,5,7,9, etc) | ◯ Sacrifice your starting class level, replacing it with one of the following base NPC classes: Adept, Expert or Warrior | ◯ Sacrifice all racial features (including ability score modifications) and select 3 Oracle Curses, you gain no benefit from these curses but inherit all their debilitating effects. These negative effects stack with themselves, and may be incurred twice if you gain the same Curse from another source (you do not count as possessing an Oracle Curse or qualify for any related feats or abilities from this choice) | ◯ Select 1 Major Drawback, 2 Flaws and 3 Drawbacks (you do not gain any of the normal benefits from these selections)
⬨ 1 Major Drawback (http://www.d20pfsrd.com/traits/3rd-party-drawbacks/rogue-genius-games/major-drawbacks/) (optional, grants a bonus feat)
⬨ 1 Flaw (https://www.dandwiki.com/wiki/3.5e_Flaws) (Optional, grants a bonus feat)
⬨ 1 Compulsion (https://www.dandwiki.com/wiki/100_Character_Compulsions_(DnD_Other)) Optional, grants additional trait. Must be roleplayed & should be represented in your fluff)
⬨ Background Skills: in Use
⬨ Age: Starting age will not apply positive or negative penalties to your character, but subsequent in-game changes incurred via magic will.
10. Does your game use alignment? What are your restrictions, if so?
Yes. Any. You aren't a band of good-guys or villains, you're mercenary-slaves for Caine - at least until this investigation's closure, and you have a personal investment in seeing it through to its conclusion. You'll need to be sociable enough to work with the party, and Caine, without ruining what few relations remain with the secluded villagers of Raven's Cradle.
11. Do you allow multi-classing, or have any particular rules in regards to it?
Go nuts, no restrictions. You won't catch a stinkeye from me if you want to be a cleric/fighter/rogue, I'm more interested in the character as a whole and how they're represented. If taking a bunch of dips helps bridge the mechanical and thematic realms, then don't let me stand in your way.
12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
Forum roller, unless I approve another rolling medium.
13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
So admittedly, there's actually quite a lot of houserules but not all of them are relevant for character creation. I'll leave the full length version right here (http://www.giantitp.com/forums/showsinglepost.php?p=22687130&postcount=2), but below are my abridged houserules for character creation. If you've played with me before then you've seen them before, also see Grievous Wounds (http://www.giantitp.com/forums/showsinglepost.php?p=22869208&postcount=8) (it's important):
1.) Skill Changes: Perception is now a Class Skill for all classes. PC's with a spell list gain K:Arcana, Spellcraft, and Use Magic Device as Class Skills if they do not have them already. Additionally casters who qualify for this gain a scaling +1 Bonus /2 Class Levels to Spellcraft and K:Arcana.
2) Paragon Surge: Paragon Surge is banned.
3) Feat Modifications: The Power Attack, Deadly Aim, Weapon Finesse, & Improved Unarmed Strike feats are freely available to any character that meets prerequisites without consuming a feat slot, however only one such free feat may be chosen in this manner. Point-Blank Shot and Precise Shot are now a single feat. Slashing Grace and Deadly Agility are now also a single feat. Dodge & mobility have been removed as a requirement for any feat. Slashing Grace may be used to qualify for all such class abilities which require a 1h/piercing melee weapon. (All Free Feats Must Still Listed On Sheet)
4) Weapon Maneuvers: Improved Disarm, Improved Trip, Improved Feint, Improved Sunder, Improved Trip have all been merged into the Improved Weapon Maneuvers feat, which gives all their bonuses in one. Their Greater versions have been similarly merged
5) Improved Combat Maneuvers: Improved Bull Rush, Improved Drag, Improved Dirty Trick, Improved Grapple, Improved Overrun, Improved Reposition, Improved Steal have been similarly merged into the Improved Combat Maneuvers feat. The same applies to their Greater versions.
6) Two-Weapon Fighting: The Two-Weapon Fighting feat line is now a single feat - progression becoming available as prerequisites are met.
7) Whip Master: Whip Mastery feat line is now a single feat, granting each benefit upon reaching the necessary BAB, etc.
8) Skill Unlocks: All characters gain 2 Skill Unlocks for two skills of their choice at level 5 (see Pathfinder Unchained).
9) Crafting: Classes that grant Craft () as a class skill now grant two crafts of your choice. Crafters may attempt a Spellcraft check (DC 20+spell level) to replicate a spell for crafting purposes, although the amount of ranks in the Craft skill must be equal to half the minimum caster level to cast the desired spell. The crafter may never take 10 for these spellcraft checks. All crafters gain the benefit of the Cooperative Crafting feat regardless if they actually possess it or not. Hireling costs may be paid to assist in pre-game cooperative crafting checks as desired, however these costs are incurred per item created cooperatively.
The Following List contains all standard Craft Skills. Use the skill which most closely pertains to the item in question; for example, Metalworking does not grant the ability to craft any objects which would be covered by specific craft type such as armor, weapons, locks, siege weapons, traps, ships, art, firearms, etc.
SKILL LIST:
Carpentry
Siege engine
Jewelry
Calligraphy
Traps
Leather
Bows
Fletching
Clothing
Armor
Ships
Books
Alchemy
Pottery
Weapons
Art
Stonemasonry
Locks
Gunsmithing
Metalworking
(Technological) Pharmaceutical
(Technological) Cybertech
Technological Arms & Armor
Technological Item
10) Grandmaster Tools: Grandmaster crafting tools (That grant a +5 competence bonus for Lesser, +10 for Minor, and +15 for Major) may be purchased or crafted. Their market value is 2500 gp, 10000 gp, and 22500 gp, respectively, and require a minimum of 2, 4, or 6 ranks in their respective craft to be created. Legendary artisan tools are said to exist which grant benefits even greater than those listed.
11) Knowledge All: The human racial alternate Comprehensive Education is banned, as are any similar traits granting K:(All) checks untrained.
12) Psionic/Magic Transparency: Wondrous Items/Universal items may be crafted by either side, similarly Spellcraft works for either. However, K: Arcana and K:Psionics are different.
13) Flying: Movement while flying is handled in the same way as movement while on land. No need for Fly checks - unless required by effect/status condition
14) Minimum Post Length: Since this will be a live game, my normal stipulation here is null
15) Specialty Ammunition: Bolts & Arrows which possess a form of magic or specialty ammunition, such as a Slaying Arrow or Thundering Arrow can also be purchased in a bolt form. Consider this complete Bolt/Arrow Transparency.
16) Non-Initiators / Sphere-Users: Character's without Initiator Levels or Spheres (SoB or SoP) gain a bonus feat at every level. Should the character gain an Initiator Level or Sphere from any source all bonus feats gained in this manner are lost, including any feats which were taken using these bonus feats as prerequisite.
17) Bonus Feats: All characters gain a bonus feat at the following levels: 1 / 3 / 5 / 6 / 8 / 10 / 12
18) Nonlethal Damage: Making a nonlethal attack with a normal weapon only incurs a -2 penalty instead of -4.
19) Weight: Keep track of it, it's in use.
Posting Deadline: 20) Live game, so skipping my normal shpeel.
14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
Yes. Use your traits and Potentials as a foundation. Show what makes your character interesting and your connection to Caine and this investigation. This is critically important in TPD (Primeval Dark) games, as your experiences and history will dictate what you could or could not have been exposed to in the past, and thus the results of your knowledge checks, or even your eligibility to attempt certain checks.
15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
Large amounts of RP and intrigue, with greater amounts of combat and dungeon crawling as you progress and begin delving into the ruins. There will be plenty of hack & slash, and a number of challenging encounters along the way. Navigating the environmental challenges of the ruins and countless traps will be a standard. Proceeding cautiously will be crucial in moderating the game's significant lethality.
To Summarize:
Intrigue. Plenty of mystery surrounds current everyday concerns and happenings, and some of your potential jobs and quests will reflect this.
Puzzles. There will be numerous tricks and strange puzzles to thwart you.
Dungeon Crawls. Many instances of employment will bring you to such austere locations, ranging from ruins, sewers, catacombs, caves, or even urban settings.
Survival. With chase scenes and deadly traps between staving off hunger or sleep deprivation, often the environment will prove to be the most lethal enemy you face.
High Lethality. Using your skill checks and wit to overcome life-ending obstacles will be critical in completing your ventures as you foray into these perilous territories, as will gathering information beforehand. Preparation before undertaking an accepted Quest will be key to achieving a smooth conquest.
Horror. After the Long Night the world has changed and been corrupted by evils of a like the denizens of Golarion have never seen before. Men fear to tread upon those changed places which they call the 'Tainted Lands'. Even time itself seems to distort and break within these places, but even that does not instill the same fear as those horrible entities which lurk in the nameless beyond; the Veilbeasts.
42 Grams of Mythic Transdimensional Genocide. Though few remain to recall, the universe has already ended once before. Some prepared for the inevitable end of everything, returning to another time to rise up and stop it. Far past the Prime Material, beyond the Great Beyond, lingers other universes; all attached to the multiverse. Strange entities and powers, unimaginable, linger out of reach far past the mundane folds of the known physical world. Those unafraid of venturing the planes of reality or leaving their universe behind stand as the vanguard against otherworldly forces which men could not begin to understand. The ripples tear and rip at the world, as the stability of the universe slowly decays. Only those who dared to leave all they knew behind might alter the fate of their inevitable end, for the death of all was carved into the threads of time and destiny. Only the bravery and sacrifice of the few who would stand to defy fate could hold back the crushing collapse of existence, the barren desolation of the void. The Primeval Dark. (If You're new to this campaign setting please click on the recruitment link in my signature to read up more on the lore!)
16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
Refer to #7, Chapter 1
This is a largely 3pp-friendly game, so ask away as long as you can provide a source. You might just get a 'nah bro' or a 'cool go for it' without any elaboration. If it gets the No Beuno, look for a new couch, because all sales are final... if you know what I mean :smallwink: :smallcool: :smalltongue:
Pathfinder
2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
Golarion, AR 4699.
The game has a very large focus on intrigue and investigating the secrets of Raven's Cradle, the mysterious emerging ruins and the disappearance of Denil Demn. Expect difficult encounters and crushing foes. As you progress the venture will become a spanning dungeon crawl as you delve into the ruins, navigating environmental challenges, traps and powerful enemies. The game claims high lethality, challenging players to exercise utility and personal preparation to better their odds while exploring the deadly subterranean depths. Packing magic and mundane tools will greatly aid you. Death is around the corner, but proceeding cautiously will better your odds.
Enemies are drawn from a massive array of 3pp Bestiaries. While encounters will be scaled by CR within APL+3 (or less), enemies from many sources such as Tome of Horrors are well known to be far more challenging than traditional foes. Failed saves against creatures above CR5 will frequently be critically punishing, or lethal to some characters. Combat will be frequent, and players should gauge when it is wiser to regroup and recover before proceeding further.
Good luck.
⬨ High Technology
(While rare, it does exist. Players may purchase technological equipment at 50% the listed cost.)
⬨ Firearm Setting: Commonplace Firearms
(Advanced firearms do exist but are extremely rare even in Alkenstar. Modern firearms are unheard of, but do exist. Players may purchase Advanced Firearms at cost, no price reduction for firearm setting is applied to these weapons. Early and Advanced firearms are martial weapons and otherwise function as normal according to the Commonplace Firearms Setting rules. For details regarding the new Modern Firearms see section 7 below.)
3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
3-5
4. What's the gaming medium (OOTS, chat, e-mail etc.)?
OOTS. Character sheets will be created via Mythweavers (https://www.myth-weavers.com).
5. What is the characters' starting status (i.e. experience level)?
1st Level
6. How much gold or other starting funds will the characters begin with?
3,000gp
Avoid pets and mounts, or anything that can't fit through a 5ft hole or plummet down a subterranean shaft without dying. Familiars and small sized creatures could be useful, at least for setting off traps, and general dungeneering utility, but don't get too emotionally attached with the inevitable bear trap sitting around to chop-up Mr. Fluffymittens. Plan accordingly, you will burn/freeze or starve to death if you journey unprepared. Plan for some rough patches throughout your travels and bring a first aid kit.
⬨ Partially Charged wands are fine
⬨ Pre-game crafting is a go (there won't be time for it later)
7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
There will be crap loads of skill checks, putting the heavy lumbering plate-clad warriors in tough positions if you can't reduce your ACP. Most Runners value the highest quality armor they can afford without sacrificing their mobility. Running, jumping, swimming and squeezing through tight spaces is regular duty for those in their field, and often is the difference between life and death. Environmental hazards will be extremely perilous and common - plan accordingly.
Generally all 1PP material (Paizo) is good to go, but if it hasn't been uploaded to the SRD or Archives you'll need to pm the source to me so I can review it (yes, the whole damn document, not just the name of a book.) I'm open to accepting Pre-Core Paizo sources with the accompanying referenced source. So if you have that special thing you want from Dragon Issue# 186 that you really love, shoot it over to me and I'll give final approval.
Note: Exceptional races that don't need to eat or sleep will be a minority, likely one at most in the party. Feel free to play whatever weird whacky races you want, but keeping it generally mortal is a good rule-of-thumb.
⬧3PP from the following publishers is a go: (Make sure you annotate if any of these sources are used on your sheet & what you've taken)
⬨ Dreamscarred Press (*clears throat* Aegis is banned - I'll add an evil laugh later. Everything else on the PFSRD for DSP is good to go.)
⬨ Spheres of (Power/Might) (DDS) (http://spheresofpower.wikidot.com): Don't get too nuts.You're working with what's listed on the wiki. Obviously spherecasting classes are fine, as are Spheres of Might classes. Conventional Vancian magic is still the default here boys, you're just a very unique magic slinger using methods others will likely be very unfamiliar with. This similarly extends to the unique martial practices of SoM, most warriors will view your techniques as completely foreign. These combat techniques will not be associated with any common regional practice or trade thematically. You're just plain weird. It'll be up to you to explain how you happened to come upon these unique teachings and who taught them to you. It'll give you something fun to think about
⬨ Adventurer's Essentials
⬨ Necromancers of the Northwest
⬨ Deep Magic (Spells)
⬨ The Book of Forbidden Magic (Spells)
⬨ Genius Guide to Ice Magic
⬨ Genius Guide to Chaos Magic
⬨ Monte Cook's Arcana Evolved (Spell Templates/Runes of Energy & applicable feats)
⬨ Monte Cook's Arcana Evolved: Spell Treasury (Spells)
⬨ 101 Shadow and Darkness Spells
⬨ 101 Urban Spells
⬨ 101 Swamp Spells
⬨ 101 Forest Spells
⬨ 101 Subterranean Spells
⬨ 101 Hill & Mountain Spells
⬨ 101 0 Level Spells
⬨ 101 1st Level Spells
⬨ Weekly Wonders: Spells_of_the_Rebellion
⬨ Ultimate Composition
⬨ MC Expanded Archetypes (https://sites.google.com/a/pathfindercommunity.net/home/classes/multiclass-archetypes)
⬨ Expanded Feats List ----- (http://www.d20pfsrd.com/feats/3rd-party-feats/necromancers-of-the-northwest/combat-feats---3rd-party---necromancers-of-the-northwest)
⬨ Expanded Weapons List (SRD) (http://www.d20pfsrd.com/equipment---final/3rd-party-equipment/3rd-Party-Weapons)
⬨ FFD20 SRD (http://www.finalfantasyd20.com): (All content is approved. Freelancer may be multiclassed.)
⬨ BoMT: Paleblade Assassin (https://drive.google.com/file/d/1E0IiQtrxrb2HXmYCaw_DdicfKQ4c8ByP/view?usp=sharing)
Pavise: A large shield with a series of legs attached.
This shield functions identically to a tower shield, however
as a standard action the wielder may plant his shield on the
ground. This functions identically to raising a tower shield to
defend one corner of the wielder's square, however the wielder
releases the shield after planting the device's legs. The wielder
retains the benefits of his shield while remaining within the square
which it is planted. As a move action he may make a ranged
attack over the pavise suffering a -2 penalty due to the awkward
nature of firing a weapon over this barrier. The wielder
retains his shield bonus but looses the benefits of total cover while
using his shield in this fashion, regaining this benefit after
completing his attack. If he moves from the square which he set
his shield, he looses all benefits the shield provided. Any creature
moving into this space gains the benefits the shield provides normally.
The wielder may take down the pavise as a full round action.
Due to the complexity of the tripod system's locks and various
bolts, a wielder with under 13 intelligence suffers a 30% chance
of failure while attempting to set up or take down his pavise in combat.
This penalty does not apply while outside of combat. Due to its robust
build and weight, a pavise has twice the amount of hit points for a
shield of its type. (Requires Tower Shield Proficiency)
(500gp) AC: +4 Dex: +2 ACP: -10 ASF: 50% — — 90 lbs
Arrow, Thunder: Thunder arrows are tipped with
thunderstones (see Chapter 7 of the Player ’s
Handbook). A hit from a thunder arrow deals no
damage but triggers the thunderstone’s sonic attack.
Thunder arrows that miss should be treated as
attacks with a grenadelike weapon (2 gp, ea)
Arrow, Alchemist’s: Each of these projectiles carries
a deadly load of alchemist’s fire in its hollow
shaft. When it strikes a target, the arrow’s shaft shatters,
releasing the alchemist’s fire directly onto the
target. One round after impact, the alchemist’s fire
ignites, dealing 1d4 points of damage. The target can
use a full-round action to attempt to extinguish the
flames before taking this damage. It takes a successful
Reflex saving throw (DC 15) to extinguish the flames.
Rolling on the ground earns the target a +2 bonus on
the save. Submerging (such as by leaping into a lake)
or magically extinguishing the flames automatically
kills the flames. (75gp, ea)
Bolt, Tumbling: A tumbling bolt resembles a standard
crossbow bolt except for a few minuscule holes
and vents along the shaft. A channel allows air to pass
through the bolt, which causes the bolt to tumble
when fired. The bolt deals +2 damage but only has
one-half its normal range increment due to the way
the projectile moves through the air. (5 gp, ea)
Crossbow, Great: A great crossbow requires two
hands to use effectively, regardless of the user’s size.
You draw a great crossbow back by turning a winch.
Loading a great crossbow is a full-round action that
provokes an attack of opportunity.
A Medium-size character cannot shoot or load a
great crossbow with one hand at all. With training,
a Large creature can shoot, but not load, a great crossbow
with one hand at a –4 penalty. If a Large creature
attempts to fire a separate great crossbow in each
hand simultaneously, the standard penalties for two
weapon fighting apply
(100 gp) - 1d12 19–20/×2 150 ft. 15 lb. Piercing
Sapara: This ancient sword is a smaller version of
the khopesh. You can use a sapara to make trip attacks
with its hooklike blade. If you are tripped during
your own trip attempt, you can drop the sapara to
avoid being tripped.
(15 gp) - 1d6 19–20/×2 — 6 lb. Slashing
Double Bow, Elven: This double-stringed longbow
can be used as a normal longbow by anyone proficient
in that weapon. Characters with Exotic Weapon Proficiency
(elven double bow) can use the bow to fire two
arrows at once. Nocking an arrow on the second string
requires a move-equivalent action. Once the wielder
has taken an action to load the second string, his next
attack is a double shot that launches both arrows
simultaneously at the same target. The wielder makes
one attack roll at a –2 penalty to determine whether or
not both arrows strike the target. If the attack is successful,
both arrows deal normal damage. If the attack
is a critical hit, only one arrow deals extra damage, and
extra sneak attack damage is applied only once.
(1,000 gp) - 1d8 ×3 90 ft. 3 lb. Piercing
Fukimi-Bari (Mouth Darts): These slim, almost
needle-like metal darts are concealed in the mouth,
then spit at the target. Their effective range is
extremely short, and they deal little damage, but they
are highly useful when taking an opponent by surprise.
You can fire up to three fukimi-bari per attack
(all at the same target).
Do not apply your Strength modifier to damage
with fukimi-bari. They are too small to carry the extra
force that a strong character usually imparts to a
thrown weapon. The cost and weight are for a single
fukimi-bari. Fukimi-bari are not ammunition, and only
a single attack roll is made for the three weapons fired.
(1 gp) - 1 ×2 5 ft. 1/10 lb. Piercing
Fullblade: A fullblade is 18 inches longer than a
greatsword and is too large for a Medium-size creature
to use with two hands without special training;
thus, it is an exotic weapon. (Medium-size creatures
cannot use a fullblade one-handed at all.)
A Large creature could use the fullblade with one
hand, but it would be assessed the standard –4 nonproficiency
penalty on its attack rolls; Large creatures
can use the fullblade in two hands as a martial
weapon. A Large creature with the Exotic Weapon
Proficiency (fullblade) feat can use the fullblade in
one hand, but a Medium-size creature must use both
hands even if it has the relevant feat. A fullblade is
also called an ogre’s greatsword.
(100 gp) - 2d10 19–20/×2 — 23 lb. Slashing (exotic)
Skiprock, Halfling: These polished, perfectly
weighted stones are prized by halflings, for if thrown
well enough, they ricochet off one target to strike a
second. If the skiprock hits its target, it ricochets
toward another target of the thrower’s choice adjacent
to the original target (within 5 feet). The thrower
immediately makes a second attack roll for the skiprock
against the new target, with an attack bonus
equal to the first roll –2.
(3 gp) 1d3 ×2 10 ft. 1/4 lb. Bludgeoning
Shotput, Orc: Special training turns a grapefruitsized
sphere of crude iron into a deadly projectile.
Even with the Exotic Weapon Proficiency (orc shotput)
feat, a wielder must be Medium-size or larger to
use the weapon effectively (or take an additional –3
penalty on attack rolls in addition to the standard –4
nonproficiency penalty).
(10 gp) 2d6 19–20/×3 10 ft. 15 lb. Bludgeoning
Greatsword, Mercurial: This huge blade hides a
secret reservoir of quicksilver (also called mercury
by alchemists) that runs along the interior of the
blade in a slender channel. When the blade is vertical,
the mercury swiftly fills an interior bulb in the
haft, but when swung, the heavy liquid flows out
into the blade, making it heavier. In nonproficient
hands, this shifting mass penalizes the wielder by an
additional –3 penalty on attack rolls, beyond the
normal –4 nonproficiency penalty for using an
exotic weapon untrained
(600 gp) 2d8 ×4 — 17 lb. Slashing
Duom: The duom is a longspear with a standard
spearhead, as well as two blades curved so that they
point backward along the shaft. The weapon has
reach, allowing you to strike opponents 10 feet away
with it. Those proficient with the duom can also
attack adjacent foes with the reversed heads using a
practiced “reverse thrust.” Apply a –2 penalty on the
attack roll if you use the duom to attack a second,
adjacent opponent in the same round you attacked
the first opponent.
(20 gp) 1d8 ×3 — 8 lb. Piercing
Mace, Double: A stout shaft with a spiked, cylindrical
head at each end, this is a double weapon.
You can fight with it as if fighting with two
weapons, but if you do, you incur all the normal
attack penalties associated with fighting with two
weapons as if you are using a one-handed weapon
and a light weapon (see Attacking with Two Weapons
in Chapter 8 of the Player’s Handbook). A creature
wielding a double weapon in one hand can’t use it
as a double weapon.
(125 gp) 1d8/1d8 ×2 — 25 lb. Bludgeoning
Manti: A manti is a shortspear with four additional
spear heads that project vertically from the
shaft, creating a star pattern of five blade heads
instead of just a single forward-pointing blade. The
advantage of the unusual blade arrangement is that
you can make one additional attack of opportunity
during the round
(15 gp) 1d8 ×3 — 9 lb. Piercing
War Fan: This weapon appears to the untrained eye
as nothing more than a beautifully crafted lady’s fan.
In fact, the vanes of the fan are crafted from steel, and
the tips are needle-sharp. When first entering melee
using a war fan, you may attempt a Bluff check against
an opponent’s Sense Motive check. If you win the contest,
you gain a +4 bonus on attacks made against that
foe during the first round of combat.
(30 gp) 1d6 ×3 — 3 lb. Slashing
Gauntlet, Spring-Loaded: This gauntlet possesses
a broad ridge of metal that extends along the bottom
of the forearm to the edge of the wrist articulation,
where a circular orifice is visible. This ridge of metal
hides a spring-loaded mechanism that can expel a
bolt with great force, akin to a miniscule crossbow.
You load the gauntlet by inserting a bolt in the hole
and pulling back a hidden lever. Loading the springloaded
gauntlet is a move-equivalent action that
provokes an attack of opportunity. You fire the
spring-loaded gauntlet by sighting down your arm,
then flip your hand back so that your palm faces your
opponent—this motion fires the gauntlet. The cost
and weight are for a single gauntlet.
A character who attempts to fire two spring-loaded
gauntlets at once incurs the standard penalty for
two-weapon fighting. The Ambidexterity feat lets
someone avoid the –4 off-hand penalty
(200 gp) 1d4 ×2 20 ft. 4 lb. Piercing (exotic)
Longsword, Mercurial: As the mercurial greatsword,
except that in nonproficient hands, the shifting
mass and feel of the blade penalizes the wielder
by an additional –2 penalty on attack rolls, beyond
the normal –4 nonproficiency penalty for using an
exotic weapon untrained.
(400 gp) 1d10 ×4 — 6 lb. Slashing (exotic)
Claw Bracer: A claw bracer is a metal armband with
three steel claws projecting from the top, extending
about 4 inches beyond the tip of the wearer’s extended
fingers. The wearer can cast spells normally while
wearing the bracer and cannot be disarmed. Many
claw bracers are enhanced as magic weapons.
(30 gp) 1d4 19–20/×2 — 2 lb. Piercing
Triple Dagger: This weapon is used in the off hand
as a means to disarm an opponent—you hold it as you
would a shield, not another weapon, and so do not take
penalties for fighting with two weapons. When using a
triple dagger, you get a +3 circumstance bonus on your
opposed attack roll when attempting to disarm an
opponent (including the roll to keep from being disarmed
if you fail to disarm your opponent). The triple
dagger could also be used as a normal dagger, if
desired, but if used in the off hand, all normal penalties
for fighting with two weapons apply
(10 gp) 1d4 19–20/×2 — l lb. Piercing
Throwing Iron: These weapons have complex blades
with two or more edged or pointed protrusions. Unlike
most hurled weapons, throwing irons are as often
thrown along a horizontal plane as along a vertical one.
(8 gp) 1d6 ×3 15 ft. 3 lb. Slashing, Monk
Ward Cestus: This is a stout leather gauntlet with
a well-forged metal weight sewn into it over the
knuckles. A strike with a ward cestus is considered an
unarmed attack. If you take a Total Defense action,
or fight defensively you gain an additional +1 bonus to
your Armor Class, representing blows you block with the
back of your protected hand. Your opponent cannot disarm
you of a ward cestus. The cost and weight are for a single
ward cestus
(10 gp) 1d4 x3 1 — 4 lb. Bludgeoning
Assassin's Guildmark: A small scale-like blade favored
by Daggermark assassins belonging to the city's Assassins and
Poisoners Guild. Each blade is magically marked with the wielder's
unique seal, as per the spell Arcane Mark when used. After a blade
has been activated in this manner it cannot be used again - preventing
rivals from using these 'calling cards' maliciously. If proficient
with this weapon the wielder is granted a +6 circumstance
bonus to sleight of hand checks made to conceal them. A spent
Assassin's Guildmark functions as a obal and is usually placed
inside the target's mouth. For this reason these thrown weapons
are expended after a single use.
(25 gp) 1d2 18-20x4 10 ft - lb. slashing & piercing
⬨ ((Modern Weapons: Firearms)) (http://www.d20modernpf.com/wealth-and-equipment/weapons): The ruins weren't the only thing beginning to appear, alongside them were strangers from an unknown land called 'Offworlders'. Their weapons and technology were far superior to their own, but still less advanced than the ancient technological marvels left behind from some bygone age. Modern Weapons are exotic and require the Exotic Weapon Proficiency feat to use effectively. Modern weapons are not included under Exotic Weapon Proficiency (Firearms) nor class Weapon and Armor Proficiency 'all firearms', such as the gunslinger. Due to their otherworldly design and nature, Modern Weapon proficiency must be specifically acquired via feat or similar means. These weapons and their ammunition are worth 3.55x their listed costs ($ is equal to a value in gp), but valued at a far greater price on the market. Neither of which may be crafted. These rare and powerful weapons are the pinnacle of ranged combat and are highly coveted.
⬧ 3PP from the following publishers may be allowed on case-by-case basis:
⬨ Legendary Games
⬨ Kobold Press
⬨ Interjection Games
⬨ Rite Publishing
⬨ Dragon Magazine
⬨ Official 3.5 Spells, request individually
⬨ Other 3pp by request: If I veto your request move on. This isn't a conversation, you'll get a 'go for it' or a 'Naw'. I own a metric crap ton of 3pp books so it should be a rather prompt response, however I still require you provide an accessible source. If its something I'm not familiar with I'll give it a good look and get back to you.
⬨ Templates may be approved by request
⬨ Race Builder may be approved by request
⬨ No Homebrew
The following swaps for Trap Finding may be taken. Additionally you may request to swap other class abilities from any class to take one of those listed below, however you must still meet any prerequisites they may have (eg: if the ability uses sneak attack, you must have sneak attack). The swap may or may not be allowed, but no harm in asking.
The Trap Finding Class Feature may be swapped for one of the following:
Black Marketeer (Ex): You add
half your level to Appraise checks made
to determine the value of a common item
(minimum +1). You also add your level to
the percentage of an item’s value you receive
when you sell it (normally you sell items for
50% of their value), and reduce the price you
pay for things by a percentage equal to your
level.
Chink in the Armor (Ex): Once per
day, when you successfully strike with a
sneak attack but the extra damage is negated
(such as by armor with fortification), as a
swift action you may deal half the additional
dice of damage (round up) anyway. You may
do this twice per day at 8th level, and three
times per day at 16th level.
Climb Walls (Ex): You add one-third
of your level to Climb checks (minimum +1).
You only need one hand free to climb, and
you do not lose your Dexterity bonus to AC
while climbing.
Harass (Ex): When you successfully hit
a target with a sneak attack, you may choose
to deal fewer dice of sneak attack damage. For
each die of damage you forgo, you place the
target at a -1 penalty to one of the following
categories: attack rolls, CMB checks, ability
checks, concentration checks, or skill checks.
This penalty ends at the beginning of your
next turn.
Hoodwink (Ex): You add half your
rogue level to Bluff checks made to convince
a target you are telling the truth (minimum
+1). You may also make a Bluff check to form
denials into phrases that are technically true,
though misleading. If you are trying to avoid
magical detection of a lie, the DC of your Bluff
check is equal to the spell’s saving throw
+10. If you are trying to leave the impression
you denied having done something without
actually denying it, the Bluff DC is +5 higher
than the DC of a Bluff to believably deny it
outright.
Ki Pool (Su): You have a ki pool equal
to a ninja of your rogue level, and you may
use your ki pool for the same things a ninja
does. At 1st level you have no points in your
ki pool, but treat all Acrobatics checks made
to jump as if you had a running start.
Pick Your Way (Ex): You add half
your level to Acrobatics checks made to avoid
taking attacks of opportunity when leaving a
threatened space. You do not treat crowds as
difficult terrain.
Poison Use (Ex): You are trained in the
use of poison, and cannot accidentally poison
yourself when applying poison to a weapon.
Trapmaker (Ex): You add half your
level to your Craft (trapmaking) checks, and
to the DC of Perception checks required to
spot traps you make (minimum +1). At 4th
level you may take the Learn Ranger Trap feat
(see Ultimate Magic) as a rogue talent without
meeting its prerequisites. You treat your
rogue levels as ranger levels for purposes of
this feat and all ranger traps. You may spend
additional talents to learn +2 ranger traps per
talent spent.
Turn the Knife (Ex): When you
successfully sneak attack a target that is
denied its Dexterity bonus to AC, you deal
+1 hp of damage per sneak attack die.
Street Tough (Ex): You are proficient
in all martial weapons.
Sacrificial Blow (Ex): Once per day
you may add half your sneak attack dice as
damage (minimum +1d6) to a melee attack
that does not normally qualify to be a sneak
attack. Doing this leaves you exposed (as you
reach to strike a foe’s vulnerable zones despite
his guard being up), and you provoke attacks
of opportunity from threatening creatures.
You may do this twice per day at 8th level,
and three times per day at 16th level.
8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
Non-monstrous races are all on the table, if you want to use alternate racial features, just give me a heads up, but are generally they are all good to go. If you're an Aasimar/Tiefling and you want to use their racial variant table you'll roll for the result. You can take or leave what you roll, but no rerolls. 3pp races case by case with a source.
Feel free to get crazy with your races, just try to make the characters interesting. Keep in mind the villagers of Raven's Cradle view halflings as 'exotic', other stranger races are subject to a mixed reception. Races that can pass as more human (eg: Changlings, Shabti etc) will be more generally accepted, or thought as human without closer inspection. Noticeably non-human races, such as Tieflings, half-orcs or goblins will likely be met with a wide range of responses, from fear, scorn, resentment or even being blatantly ignored - being treated more as a nuisance that must be tolerated. Changing the minds of the villagers won't be easy, but isn't impossible.
9. By what method should Players generate their attributes/ability scores and Hit Points?
⬨ Ability Scores: 3 sets of 4d6b3 (take the best). If you don't like your sets take a 36pb
⬨ Hit Points: HP is max first level. Subsequent HP is rolled, if below half take average rounded up (eg: 1d10 = 5.5)
⬨ 2 Traits
⬨ 1 Drawback (Optional, grants additional trait)
⬨ 1 Potential: Select 1 General Potential from the list or a Potential Path. Additional Potentials may be taken from the respect Path (if a Path is chosen) or from the General Potential List at additional cost. A player may pay any or all of the listed costs during character creation gaining an additional Potential selection. Each choice may only be taken once: ◯ Sacrifice all bonus feats granted each level (as listed under houserules) | ◯ Sacrifice all non-initiator bonus-feats (if you possess them, as listed under houserules) | ◯ Sacrifice all standard feats imparted via level-progression (Levels 1,3,5,7,9, etc) | ◯ Sacrifice your starting class level, replacing it with one of the following base NPC classes: Adept, Expert or Warrior | ◯ Sacrifice all racial features (including ability score modifications) and select 3 Oracle Curses, you gain no benefit from these curses but inherit all their debilitating effects. These negative effects stack with themselves, and may be incurred twice if you gain the same Curse from another source (you do not count as possessing an Oracle Curse or qualify for any related feats or abilities from this choice) | ◯ Select 1 Major Drawback, 2 Flaws and 3 Drawbacks (you do not gain any of the normal benefits from these selections)
⬨ 1 Major Drawback (http://www.d20pfsrd.com/traits/3rd-party-drawbacks/rogue-genius-games/major-drawbacks/) (optional, grants a bonus feat)
⬨ 1 Flaw (https://www.dandwiki.com/wiki/3.5e_Flaws) (Optional, grants a bonus feat)
⬨ 1 Compulsion (https://www.dandwiki.com/wiki/100_Character_Compulsions_(DnD_Other)) Optional, grants additional trait. Must be roleplayed & should be represented in your fluff)
⬨ Background Skills: in Use
⬨ Age: Starting age will not apply positive or negative penalties to your character, but subsequent in-game changes incurred via magic will.
10. Does your game use alignment? What are your restrictions, if so?
Yes. Any. You aren't a band of good-guys or villains, you're mercenary-slaves for Caine - at least until this investigation's closure, and you have a personal investment in seeing it through to its conclusion. You'll need to be sociable enough to work with the party, and Caine, without ruining what few relations remain with the secluded villagers of Raven's Cradle.
11. Do you allow multi-classing, or have any particular rules in regards to it?
Go nuts, no restrictions. You won't catch a stinkeye from me if you want to be a cleric/fighter/rogue, I'm more interested in the character as a whole and how they're represented. If taking a bunch of dips helps bridge the mechanical and thematic realms, then don't let me stand in your way.
12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
Forum roller, unless I approve another rolling medium.
13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
So admittedly, there's actually quite a lot of houserules but not all of them are relevant for character creation. I'll leave the full length version right here (http://www.giantitp.com/forums/showsinglepost.php?p=22687130&postcount=2), but below are my abridged houserules for character creation. If you've played with me before then you've seen them before, also see Grievous Wounds (http://www.giantitp.com/forums/showsinglepost.php?p=22869208&postcount=8) (it's important):
1.) Skill Changes: Perception is now a Class Skill for all classes. PC's with a spell list gain K:Arcana, Spellcraft, and Use Magic Device as Class Skills if they do not have them already. Additionally casters who qualify for this gain a scaling +1 Bonus /2 Class Levels to Spellcraft and K:Arcana.
2) Paragon Surge: Paragon Surge is banned.
3) Feat Modifications: The Power Attack, Deadly Aim, Weapon Finesse, & Improved Unarmed Strike feats are freely available to any character that meets prerequisites without consuming a feat slot, however only one such free feat may be chosen in this manner. Point-Blank Shot and Precise Shot are now a single feat. Slashing Grace and Deadly Agility are now also a single feat. Dodge & mobility have been removed as a requirement for any feat. Slashing Grace may be used to qualify for all such class abilities which require a 1h/piercing melee weapon. (All Free Feats Must Still Listed On Sheet)
4) Weapon Maneuvers: Improved Disarm, Improved Trip, Improved Feint, Improved Sunder, Improved Trip have all been merged into the Improved Weapon Maneuvers feat, which gives all their bonuses in one. Their Greater versions have been similarly merged
5) Improved Combat Maneuvers: Improved Bull Rush, Improved Drag, Improved Dirty Trick, Improved Grapple, Improved Overrun, Improved Reposition, Improved Steal have been similarly merged into the Improved Combat Maneuvers feat. The same applies to their Greater versions.
6) Two-Weapon Fighting: The Two-Weapon Fighting feat line is now a single feat - progression becoming available as prerequisites are met.
7) Whip Master: Whip Mastery feat line is now a single feat, granting each benefit upon reaching the necessary BAB, etc.
8) Skill Unlocks: All characters gain 2 Skill Unlocks for two skills of their choice at level 5 (see Pathfinder Unchained).
9) Crafting: Classes that grant Craft () as a class skill now grant two crafts of your choice. Crafters may attempt a Spellcraft check (DC 20+spell level) to replicate a spell for crafting purposes, although the amount of ranks in the Craft skill must be equal to half the minimum caster level to cast the desired spell. The crafter may never take 10 for these spellcraft checks. All crafters gain the benefit of the Cooperative Crafting feat regardless if they actually possess it or not. Hireling costs may be paid to assist in pre-game cooperative crafting checks as desired, however these costs are incurred per item created cooperatively.
The Following List contains all standard Craft Skills. Use the skill which most closely pertains to the item in question; for example, Metalworking does not grant the ability to craft any objects which would be covered by specific craft type such as armor, weapons, locks, siege weapons, traps, ships, art, firearms, etc.
SKILL LIST:
Carpentry
Siege engine
Jewelry
Calligraphy
Traps
Leather
Bows
Fletching
Clothing
Armor
Ships
Books
Alchemy
Pottery
Weapons
Art
Stonemasonry
Locks
Gunsmithing
Metalworking
(Technological) Pharmaceutical
(Technological) Cybertech
Technological Arms & Armor
Technological Item
10) Grandmaster Tools: Grandmaster crafting tools (That grant a +5 competence bonus for Lesser, +10 for Minor, and +15 for Major) may be purchased or crafted. Their market value is 2500 gp, 10000 gp, and 22500 gp, respectively, and require a minimum of 2, 4, or 6 ranks in their respective craft to be created. Legendary artisan tools are said to exist which grant benefits even greater than those listed.
11) Knowledge All: The human racial alternate Comprehensive Education is banned, as are any similar traits granting K:(All) checks untrained.
12) Psionic/Magic Transparency: Wondrous Items/Universal items may be crafted by either side, similarly Spellcraft works for either. However, K: Arcana and K:Psionics are different.
13) Flying: Movement while flying is handled in the same way as movement while on land. No need for Fly checks - unless required by effect/status condition
14) Minimum Post Length: Since this will be a live game, my normal stipulation here is null
15) Specialty Ammunition: Bolts & Arrows which possess a form of magic or specialty ammunition, such as a Slaying Arrow or Thundering Arrow can also be purchased in a bolt form. Consider this complete Bolt/Arrow Transparency.
16) Non-Initiators / Sphere-Users: Character's without Initiator Levels or Spheres (SoB or SoP) gain a bonus feat at every level. Should the character gain an Initiator Level or Sphere from any source all bonus feats gained in this manner are lost, including any feats which were taken using these bonus feats as prerequisite.
17) Bonus Feats: All characters gain a bonus feat at the following levels: 1 / 3 / 5 / 6 / 8 / 10 / 12
18) Nonlethal Damage: Making a nonlethal attack with a normal weapon only incurs a -2 penalty instead of -4.
19) Weight: Keep track of it, it's in use.
Posting Deadline: 20) Live game, so skipping my normal shpeel.
14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
Yes. Use your traits and Potentials as a foundation. Show what makes your character interesting and your connection to Caine and this investigation. This is critically important in TPD (Primeval Dark) games, as your experiences and history will dictate what you could or could not have been exposed to in the past, and thus the results of your knowledge checks, or even your eligibility to attempt certain checks.
15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
Large amounts of RP and intrigue, with greater amounts of combat and dungeon crawling as you progress and begin delving into the ruins. There will be plenty of hack & slash, and a number of challenging encounters along the way. Navigating the environmental challenges of the ruins and countless traps will be a standard. Proceeding cautiously will be crucial in moderating the game's significant lethality.
To Summarize:
Intrigue. Plenty of mystery surrounds current everyday concerns and happenings, and some of your potential jobs and quests will reflect this.
Puzzles. There will be numerous tricks and strange puzzles to thwart you.
Dungeon Crawls. Many instances of employment will bring you to such austere locations, ranging from ruins, sewers, catacombs, caves, or even urban settings.
Survival. With chase scenes and deadly traps between staving off hunger or sleep deprivation, often the environment will prove to be the most lethal enemy you face.
High Lethality. Using your skill checks and wit to overcome life-ending obstacles will be critical in completing your ventures as you foray into these perilous territories, as will gathering information beforehand. Preparation before undertaking an accepted Quest will be key to achieving a smooth conquest.
Horror. After the Long Night the world has changed and been corrupted by evils of a like the denizens of Golarion have never seen before. Men fear to tread upon those changed places which they call the 'Tainted Lands'. Even time itself seems to distort and break within these places, but even that does not instill the same fear as those horrible entities which lurk in the nameless beyond; the Veilbeasts.
42 Grams of Mythic Transdimensional Genocide. Though few remain to recall, the universe has already ended once before. Some prepared for the inevitable end of everything, returning to another time to rise up and stop it. Far past the Prime Material, beyond the Great Beyond, lingers other universes; all attached to the multiverse. Strange entities and powers, unimaginable, linger out of reach far past the mundane folds of the known physical world. Those unafraid of venturing the planes of reality or leaving their universe behind stand as the vanguard against otherworldly forces which men could not begin to understand. The ripples tear and rip at the world, as the stability of the universe slowly decays. Only those who dared to leave all they knew behind might alter the fate of their inevitable end, for the death of all was carved into the threads of time and destiny. Only the bravery and sacrifice of the few who would stand to defy fate could hold back the crushing collapse of existence, the barren desolation of the void. The Primeval Dark. (If You're new to this campaign setting please click on the recruitment link in my signature to read up more on the lore!)
16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
Refer to #7, Chapter 1
This is a largely 3pp-friendly game, so ask away as long as you can provide a source. You might just get a 'nah bro' or a 'cool go for it' without any elaboration. If it gets the No Beuno, look for a new couch, because all sales are final... if you know what I mean :smallwink: :smallcool: :smalltongue: