Mornings
2023-06-12, 04:13 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 1e
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, Year AR 4703.
3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
2-5
4. What's the gaming medium (OOTS, chat, e-mail etc.)?
OOTS. Character sheets will be created via Mythweavers.
5. What is the characters' starting status (i.e. experience level)?
1st Level. Trained by the legendary explorer, Glemphree'el, you have accrued some degree of experience and and a great deal of wealth acquired through your joint discoveries. Unfortunately, your mentor was forced to depart to attend to dire duties half a world away. Two years have passed and you have not grown whatsoever from that days past. Your mind and ambition has stagnated in a way which you could not easily put into words.
6. How much gold or other starting funds will the characters begin with?
3,650gp. The wealth you have made from your days venturing with the celebrated ranger, Glemphree'el, was not insignificant. However, after two years and little to show for it, your fortunes are all but spent. What remains is what few possessions you have left to your name.
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?
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.
⬧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)
⬨ 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): (Freelancer is banned for this game)
⬨ BoMT: Paleblade Assassin (https://drive.google.com/file/d/1E0IiQtrxrb2HXmYCaw_DdicfKQ4c8ByP/view?usp=sharing)
⬨ New Exotic Equipment (See here (http://www.giantitp.com/forums/showsinglepost.php?p=23525462&postcount=187))
9. By what method should Players generate their attributes/ability scores and Hit Points?
⬨ Ability Scores: 25pb
⬨ Hit Points: HP is max first level. Subsequent HP is rolled, if below half take average rounded up (eg: 1d10 = 5.5)
⬨ (Optional) 2 Traits
⬨ (Optional) 1 Drawback (Optional, grants additional trait)
⬨ (Optional) 1 Major Drawback (optional, grants a bonus feat)
⬨ (Optional) 1 Flaw (Optional, grants a bonus feat)
⬨ (Optional) 1 Compulsion (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.
Houserule Highlights: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.
22) Non-Initiators / Sphere-Users: Character's without Initiator Levels or Spheres (SoM 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.
23) Bonus Feats: All characters gain a bonus feat at the following levels: 1 / 3 / 5 / 6
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 1e
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, Year AR 4703. Four years before the events of The Primeval Dark: Prologue to the End
⬨ 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?
2-5
4. What's the gaming medium (OOTS, chat, e-mail etc.)?
OOTS. Character sheets will be created via Mythweavers.
5. What is the characters' starting status (i.e. experience level)?
1st Level. Trained by the legendary explorer, Glemphree'el, you have accrued some degree of experience and and a great deal of wealth acquired through your joint discoveries. Unfortunately, your mentor was forced to depart, that he might attend to dire duties half a world away. Two years have passed and you have not grown whatsoever from those past days. Your mind and ambition has stagnated in a way which you could not easily put into words.
6. How much gold or other starting funds will the characters begin with?
3,650gp. The wealth you have made from your days venturing with the celebrated ranger, Glemphree'el, was not insignificant. However, after two years and little to show for it, your fortunes are all but spent. What remains is what few possessions you have left to your name.
You don't need to be afraid of being falling through inter-dimensional rifts into another plane or dimension, so feel free to utilize mounts and vehicles. Be aware that some locations you venture may be in hard-to-fit locations where large creatures will have difficulty accessing. Plan accordingly to patch yourselves up and ration your sources of magical healing for when you actually need it. Due to your low level, keeping yourselves in good health will be very important to ensure a survivable wound doesn't kill you.
⬨ Partially Charged wands are fine
⬨ Pre-game crafting is a go
⬨ Due to the critical nature of resources, magical equipment which grants the benefits of food/water and protection from environmental conditions are valued at x4 their listed cost. This includes such things as a wand of endure elements. Equipment which grants the benefits of magical healing are valued at x3 their listed cost. These cost modifiers apply to the final cost of crafted items.
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?
Maintain a balanced party that can cover for each other's weaknesses. There will be a great deal of dialogue and roleplay, in addition to social intrigue, skill checks, saves, combat, exploration and some survival features. Magic effects and intelligent enemy tactics may also be present depending on player choices. It is highly recommended that players keep a means of mending wounds, providing aid and methods for the party to collect information to share with less skill-focused members. Mind issues related to bleeding, traps and try to avoid getting back-stabbed. At first level survivability can be an uncertainty so extra care should be taken to assist your friends.
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.
⬧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)
⬨ 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)
⬨ New Exotic Equipment (See here (http://www.giantitp.com/forums/showsinglepost.php?p=23525462&postcount=187))
⬨ ((Modern Weapons: Firearms)) (http://spellbooksoftware.com/d20mrsd/weapons.html): 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 your own, but still less advanced than the ancient technological marvels left behind from a bygone age. Modern Weapons are exotic and require the Exotic Weapon Proficiency (Modern Weapons) feat to use effectively. Modern weapons are not included under Exotic Weapon Proficiency (Firearms) nor the default class weapon proficiency 'all firearms', such as that granted to 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 215gp x their listed purchase DC, 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. A number of unique unlisted ammunition types exist for these weapons. Due to the cost and difficulty in keeping them loaded, these weapons are only used during the most dire of circumstances.
⬨ Other 3pp by request: All decisions are final. I have access to a great deal of 3pp resources, but I still require you provide an accessible source to view the requested content. If it's something I'm not familiar with I will review it and get back to you with an answer.
⬨ Templates may be approved by request
⬨ No Race Builder (we're keeping this simple)
⬨ No Homebrew (exceptions may be made if the material is of exceptional quality, but don't hold your breath)
You may request to swap other class abilities from another class or request one of my pre-approved list of abilities to replace trapfinding, however you must still meet any prerequisites the new ability may have (eg: if the ability uses sneak attack, you must have sneak attack). If you wish to exchange an ability send me your request. The purpose is to help you create the characters you want to play, but don't assume everything will be approved.
8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
Core races only for this. The intent is to, outwardly, appear as normal and setting-appropriate as possible. Fit in. Don't be absurd or unreasonably strange, or you're wrong. No "wandering carnival band of freaks".
9. By what method should Players generate their attributes/ability scores and Hit Points?
⬨ Ability Scores: 25pb
⬨ Hit Points: HP is max first level. Subsequent HP is rolled, if below half take average rounded up (eg: 1d10 = 5.5)
⬨ (Optional) 2 Traits
⬨ (Optional) 1 Drawback (Optional, grants additional trait)
⬨ (Optional) 1 Major Drawback (http://www.d20pfsrd.com/traits/3rd-party-drawbacks/rogue-genius-games/major-drawbacks/) (optional, grants a bonus feat)
⬨ (Optional) 1 Flaw (https://www.dandwiki.com/wiki/3.5e_Flaws) (Optional, grants a bonus feat)
⬨ (Optional) 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. As long as you can function productively with the party. You aren't necessarily a band of good guys, and you might have had to make some difficult choices over the last few years to survive. The times since your adventure's with your former band of friends has not been easy, and two years has passed since achieving your first class level with no personal progress since. Things have not been going well for you despite your initial success.
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. Players will post their rolls in OOC or in a spoiler at the end of their post IC. If you post a floating spoiler for your rolls in the IC with nothing else in the post... i'll kick you in the face. It goes at the end of you post IC, or in the OOC, and you can post however you'd like in the OOC. Forced rolls during the resolution of a round will be rolled by me to keep things moving. If you mess up your IC roll then just roll it in the OOC, no worries.
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.
FINEST HOUR
As your final moments dawn, you steel yourself in the face of certain death; This was your finest hour. When a player is killed, dying or is damaged by an enemy and reduced to 0 or fewer hit points, they may attempt a fortitude save. The DC of this save is 20 - your constitution ability score modifier. Upon success the player suspends their death for 1 round, may take a move action and a second fortitude save. Upon succeeding a second save the player may take a standard action as well. At the end of the following round the player is slain if the source of their death remains. A player may only benefit from this rule once per game.
LAST MAN STANDING
The Last Man Standing rule only applies when a player with allies and/or companions are fighting in the same encounter. If all allies and companions with a player have died, been rendered unconscious or have been reduced to 0 hit points or lower, this player becomes the Last Man Standing and gains the benefit of this rule.
The Last Man Standing is filled with determination in the face of dire odds and gains 1d8+2 temporary hit points and ends all bleed effects affecting them. These hit points last for 1 hour or until the end of combat. The Last Man Standing may immediately attempt a new save or check against one status effect or condition of her choice that is afflicting her (including those from spells). This check or save receives a +2 circumstance bonus. Additionally, the desperation of the Last Man Standing imbues her strikes with deadly force. The Last Man Standing gains a +2 circumstance bonus to her attack and damage rolls, and the DCs of all her spells and abilities. If her allies recover or no longer meet the requirements of this rule, the benefits from this ability, other than the temporary hit points, are immediately lost.
TERRIBLE WOUNDS
The blades of your enemies are equally as perilous as your own. When suffering damage from an attack, there is a 30% chance a creature may suffer a wound. Slashing and Piercing attacks will hemorrhage for 1 point of bleed damage for a number of rounds dependent on the size of the attack's damage dice (1d6 damage or lower will bleed for 1 round, 1d8 for 2 rounds, 1d10 for 3 rounds, 1d12 or 2d6 for 4 rounds, etc.) A creature may choose to staunch the bleeding as a move action with a free hand and attempt a fortitude save (the DC is equal to 11 + the number of rounds they have bleed). Upon success no bleeding damage is suffered, however the hand being used to pause the bleed cannot be used for anything further this round. This may prevent the use of two-handed weapons and impart penalties to some skill checks which would otherwise require both hands.
As a full round action that provokes an attack of opportunity a creature may attempt to hastily patch up their wounds by sacrificing a piece of clothing or other improvised bandage and succeeding a heal check (DC 13 + the amount of bleed damage suffered). Clothing and garments utilized in this way are destroyed but may be repaired later by a skilled craftsman. Regardless of the result, the bleed damage is halted for 1 round. Upon a successful heal check the current number of rounds a creature has left bleeding is reduced by 1d4 + the healer's ranks in heal. Bleed damage from multiple wounds does not stack, however the number of rounds a creature will bleed is cumulative. Magical healing and heal check's with a result at least 10 greater than the wound's DC immediately end all rounds of bleed.
HERO POINTS
Maximum Hero Points: Characters can have no more than 3 hero points at any one time. Excess hero points are lost.
Source Advanced Player's Guide pg. 322
There are moments in any struggle that influence the outcome. Does the brave warrior lay low the villain before he can finish casting a devastating spell? Does the sly rogue avoid detection as she sneaks into the giant chieftain’s lair? Does the pious cleric finish casting her healing spell before the rain of arrows ends the life of her companions? Just a few die rolls decide each of these critical moments, and while failure is always a possibility, true heroes find a way to succeed, despite the odds. Hero points represent this potential for greatness. They give heroes the chance to succeed even when the dice turn against them.
Hero points are only awarded to player characters. NPCs, animal companions, familiars, cohorts, and mounts do not receive hero points without the appropriate feats, items or abilities. Unlike other points in the game, hero points do not renew over time or with rest. Once spent, they are gone forever. Hero points are awarded as a character gains levels or whenever a character accomplishes a truly heroic feat. The GM is the final arbiter on the award and use of hero points.
Using Hero Points
Source Advanced Player's Guide pg. 323
Hero points can be spent at any time and do not require an action to use (although the actions they modify consume part of your character's turn as normal). You cannot spend more than 1 hero point during a single round of combat. Whenever a hero point is spent, it can have any one of the following effects.
Act Out of Turn: You can spend a hero point to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.
Bonus: If used before a roll is made, a hero point grants you a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero points spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).
Extra Action: You can spend a hero point on your turn to gain an additional standard or move action this turn.
Inspiration: If you feel stuck at one point in the adventure, you can spend a hero point and petition the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the hero point is not spent.
Recall: You can spend a hero point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.
Reroll: You may spend a hero point to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.
Special: You can petition the GM to allow a hero point to be used to attempt nearly anything that would normally be almost impossible. Such uses are not guaranteed and should be considered carefully by the GM. Possibilities include casting a single spell that is one level higher than you could normally cast (or a 1st-level spell if you are not a spellcaster), making an attack that blinds a foe or bypasses its damage reduction entirely, or attempting to use Diplomacy to convince a raging dragon to give up its attack. Regardless of the desired action, the attempt should be accompanied by a difficult check or penalty on the attack roll. No additional hero points may be spent on such an attempt, either by the character or her allies.
Cheat Death: A character can spend 2 hero points to cheat death. How this plays out is up to the GM, but generally the character is left alive, with negative hit points but stable. For example, a character is about to be slain by a critical hit from an arrow. If the character spends 2 hero points, the GM decides that the arrow pierced the character's holy symbol, reducing the damage enough to prevent him from being killed, and that he made his stabilization roll at the end of his turn. Cheating death is the only way for a character to spend more than 1 hero point in a turn. The character can spend hero points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not another character or NPC.
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. Total Defense Expert has been replaced with the version below:
Total Defense Expert (Combat)
You are exceptionally skilled at defending yourself.
Benefit: Whenever you perform a total defense action, you gain an additional +4 dodge bonus.
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
19) Minimum Post Length: You don't need to write a book, but ten word posts give me conniptions. A 4 sentence minimum is required for any IC post. Describe your character's actions and thoughts in your posts. Quality roleplay will take care of the minimum post length by extension.
21) 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.
22) Non-Initiators / Sphere-Users: Character's without Initiator Levels or Spheres (SoM 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.
23) Bonus Feats: All characters gain a bonus feat at the following levels: 1 / 3 / 5 / 6
25) Nonlethal Damage: Making a nonlethal attack with a normal weapon only incurs a -2 penalty instead of -4.
26) Weight: Keep track of it, it's in use. (P.S. Your coins have a weight too, so don't carry around a fortune in your backpack)
Posting Deadline: Players will be given 24-hours from the time the gm posts to respond. This is more relevant to major updates which move the party forward, or during combat. Quick posts, such as dialogue will retain this same time window. To keep things moving, players who do not post in this time will be skipped, counted as delaying their round during combat, or left idle. I reserve the right to bot PCs that are left unresponsive for the sake of progression. There is some wiggle-room on this timeframe, but this becomes a hard cutoff time as necessary. If the PC was counted as idle, or skipped during their respective round and the player posts at any time after, this late post will not be resolved and will be ignored. Unless I'm feeling generous or have yet to complete posting the update the deadline will be maintained. The gm will typically wait until all players have posted, or a significant period of time has lapsed over the deadline before updating or resolving the round. Individual checks and results may be resolved immediately without a full update to accommodate players who are lagging behind. Missed rolls, or rolls for additional checks may be rolled by the GM to progress the game. If you are unable to post, or require additional time, please provide me notice and we can work with you to give you the opportunity to get your actions resolved.
The "I Wish I Could Have Done Something" Clause: We all know out of combat time can be a little fickle. For the purposes of allowing player's time to provide a response and interact with one another in the pbp environment, actions will typically be resolved based on the time required to complete the actions rather than the order which they were posted. This is specifically so that other player's are not out-of-luck just because "Player009" posted walking, running, lighting a sunrod, then jumping off a cliff. Players are free to attempt those longer sequences of actions while out of traditional "combat time", however other players are free to act upon, stop, or attempt to interrupt those actions taken by another player that would be outside of a typical round (6 Seconds).
As an example, if "Cherry The Cleric" experiences a mental break-down and is attempting to light a torch and then herself on fire - the party can still react before the self-immolation bit resolves even if Cherry's player posted her own flaming demise, due to lighting a torch usually requiring a full-round action. Not all players will be on at the same time due to the nature of the game and this order of resolving actions is intended to address those limitations in how actions are resolved. Players are welcome to make longer posts, but it is recommended to focus that effort on roleplay aspects rather than attempting to queue as many out-of-combat actions as they can. Players will still be permitted an opportunity to respond to each other and the final resolution provided may interrupt or otherwise negate actions that could not resolve due to the actions of other players. This rule is specific to player actions interacting with other players. There will be times where the game is advanced forward by the GM and may move the party though a number of scenes. Players will not have the option to interrupt the GM during these sequences or times where players are moved forward in the game.[/I]
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)?
Traditionally I prefer more robust character development, but feel free to keep it skirt-length for this one-shot. At a minimum detail the character's personality and motivations.
15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
Lots of roleplay and dungeon crawling. Players will need to utilize their resources to overcome poor weather, and other challenges.
Game themes will include; Intrigue. Dungeon crawls. Environmental survival. Lots of roleplay. Chase scenes. Combat and maybe some puzzles. There are various ways the hero's can complete their objective without having to murder everything, but combat is certainly an option. There will be a significant degree of lethality so tackling encounters creatively is recommended.
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?
This is an introductory game and so a great deal of content is not in-use. I am very open to 3pp content, however this will need to be on a case-by-case basis for this game specifically. If you have any requests beyond what has already been listed as approved, send me a request.
Pathfinder 1e
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, Year AR 4703.
3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
2-5
4. What's the gaming medium (OOTS, chat, e-mail etc.)?
OOTS. Character sheets will be created via Mythweavers.
5. What is the characters' starting status (i.e. experience level)?
1st Level. Trained by the legendary explorer, Glemphree'el, you have accrued some degree of experience and and a great deal of wealth acquired through your joint discoveries. Unfortunately, your mentor was forced to depart to attend to dire duties half a world away. Two years have passed and you have not grown whatsoever from that days past. Your mind and ambition has stagnated in a way which you could not easily put into words.
6. How much gold or other starting funds will the characters begin with?
3,650gp. The wealth you have made from your days venturing with the celebrated ranger, Glemphree'el, was not insignificant. However, after two years and little to show for it, your fortunes are all but spent. What remains is what few possessions you have left to your name.
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?
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.
⬧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)
⬨ 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): (Freelancer is banned for this game)
⬨ BoMT: Paleblade Assassin (https://drive.google.com/file/d/1E0IiQtrxrb2HXmYCaw_DdicfKQ4c8ByP/view?usp=sharing)
⬨ New Exotic Equipment (See here (http://www.giantitp.com/forums/showsinglepost.php?p=23525462&postcount=187))
9. By what method should Players generate their attributes/ability scores and Hit Points?
⬨ Ability Scores: 25pb
⬨ Hit Points: HP is max first level. Subsequent HP is rolled, if below half take average rounded up (eg: 1d10 = 5.5)
⬨ (Optional) 2 Traits
⬨ (Optional) 1 Drawback (Optional, grants additional trait)
⬨ (Optional) 1 Major Drawback (optional, grants a bonus feat)
⬨ (Optional) 1 Flaw (Optional, grants a bonus feat)
⬨ (Optional) 1 Compulsion (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.
Houserule Highlights: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.
22) Non-Initiators / Sphere-Users: Character's without Initiator Levels or Spheres (SoM 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.
23) Bonus Feats: All characters gain a bonus feat at the following levels: 1 / 3 / 5 / 6
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 1e
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, Year AR 4703. Four years before the events of The Primeval Dark: Prologue to the End
⬨ 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?
2-5
4. What's the gaming medium (OOTS, chat, e-mail etc.)?
OOTS. Character sheets will be created via Mythweavers.
5. What is the characters' starting status (i.e. experience level)?
1st Level. Trained by the legendary explorer, Glemphree'el, you have accrued some degree of experience and and a great deal of wealth acquired through your joint discoveries. Unfortunately, your mentor was forced to depart, that he might attend to dire duties half a world away. Two years have passed and you have not grown whatsoever from those past days. Your mind and ambition has stagnated in a way which you could not easily put into words.
6. How much gold or other starting funds will the characters begin with?
3,650gp. The wealth you have made from your days venturing with the celebrated ranger, Glemphree'el, was not insignificant. However, after two years and little to show for it, your fortunes are all but spent. What remains is what few possessions you have left to your name.
You don't need to be afraid of being falling through inter-dimensional rifts into another plane or dimension, so feel free to utilize mounts and vehicles. Be aware that some locations you venture may be in hard-to-fit locations where large creatures will have difficulty accessing. Plan accordingly to patch yourselves up and ration your sources of magical healing for when you actually need it. Due to your low level, keeping yourselves in good health will be very important to ensure a survivable wound doesn't kill you.
⬨ Partially Charged wands are fine
⬨ Pre-game crafting is a go
⬨ Due to the critical nature of resources, magical equipment which grants the benefits of food/water and protection from environmental conditions are valued at x4 their listed cost. This includes such things as a wand of endure elements. Equipment which grants the benefits of magical healing are valued at x3 their listed cost. These cost modifiers apply to the final cost of crafted items.
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?
Maintain a balanced party that can cover for each other's weaknesses. There will be a great deal of dialogue and roleplay, in addition to social intrigue, skill checks, saves, combat, exploration and some survival features. Magic effects and intelligent enemy tactics may also be present depending on player choices. It is highly recommended that players keep a means of mending wounds, providing aid and methods for the party to collect information to share with less skill-focused members. Mind issues related to bleeding, traps and try to avoid getting back-stabbed. At first level survivability can be an uncertainty so extra care should be taken to assist your friends.
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.
⬧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)
⬨ 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)
⬨ New Exotic Equipment (See here (http://www.giantitp.com/forums/showsinglepost.php?p=23525462&postcount=187))
⬨ ((Modern Weapons: Firearms)) (http://spellbooksoftware.com/d20mrsd/weapons.html): 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 your own, but still less advanced than the ancient technological marvels left behind from a bygone age. Modern Weapons are exotic and require the Exotic Weapon Proficiency (Modern Weapons) feat to use effectively. Modern weapons are not included under Exotic Weapon Proficiency (Firearms) nor the default class weapon proficiency 'all firearms', such as that granted to 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 215gp x their listed purchase DC, 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. A number of unique unlisted ammunition types exist for these weapons. Due to the cost and difficulty in keeping them loaded, these weapons are only used during the most dire of circumstances.
⬨ Other 3pp by request: All decisions are final. I have access to a great deal of 3pp resources, but I still require you provide an accessible source to view the requested content. If it's something I'm not familiar with I will review it and get back to you with an answer.
⬨ Templates may be approved by request
⬨ No Race Builder (we're keeping this simple)
⬨ No Homebrew (exceptions may be made if the material is of exceptional quality, but don't hold your breath)
You may request to swap other class abilities from another class or request one of my pre-approved list of abilities to replace trapfinding, however you must still meet any prerequisites the new ability may have (eg: if the ability uses sneak attack, you must have sneak attack). If you wish to exchange an ability send me your request. The purpose is to help you create the characters you want to play, but don't assume everything will be approved.
8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
Core races only for this. The intent is to, outwardly, appear as normal and setting-appropriate as possible. Fit in. Don't be absurd or unreasonably strange, or you're wrong. No "wandering carnival band of freaks".
9. By what method should Players generate their attributes/ability scores and Hit Points?
⬨ Ability Scores: 25pb
⬨ Hit Points: HP is max first level. Subsequent HP is rolled, if below half take average rounded up (eg: 1d10 = 5.5)
⬨ (Optional) 2 Traits
⬨ (Optional) 1 Drawback (Optional, grants additional trait)
⬨ (Optional) 1 Major Drawback (http://www.d20pfsrd.com/traits/3rd-party-drawbacks/rogue-genius-games/major-drawbacks/) (optional, grants a bonus feat)
⬨ (Optional) 1 Flaw (https://www.dandwiki.com/wiki/3.5e_Flaws) (Optional, grants a bonus feat)
⬨ (Optional) 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. As long as you can function productively with the party. You aren't necessarily a band of good guys, and you might have had to make some difficult choices over the last few years to survive. The times since your adventure's with your former band of friends has not been easy, and two years has passed since achieving your first class level with no personal progress since. Things have not been going well for you despite your initial success.
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. Players will post their rolls in OOC or in a spoiler at the end of their post IC. If you post a floating spoiler for your rolls in the IC with nothing else in the post... i'll kick you in the face. It goes at the end of you post IC, or in the OOC, and you can post however you'd like in the OOC. Forced rolls during the resolution of a round will be rolled by me to keep things moving. If you mess up your IC roll then just roll it in the OOC, no worries.
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.
FINEST HOUR
As your final moments dawn, you steel yourself in the face of certain death; This was your finest hour. When a player is killed, dying or is damaged by an enemy and reduced to 0 or fewer hit points, they may attempt a fortitude save. The DC of this save is 20 - your constitution ability score modifier. Upon success the player suspends their death for 1 round, may take a move action and a second fortitude save. Upon succeeding a second save the player may take a standard action as well. At the end of the following round the player is slain if the source of their death remains. A player may only benefit from this rule once per game.
LAST MAN STANDING
The Last Man Standing rule only applies when a player with allies and/or companions are fighting in the same encounter. If all allies and companions with a player have died, been rendered unconscious or have been reduced to 0 hit points or lower, this player becomes the Last Man Standing and gains the benefit of this rule.
The Last Man Standing is filled with determination in the face of dire odds and gains 1d8+2 temporary hit points and ends all bleed effects affecting them. These hit points last for 1 hour or until the end of combat. The Last Man Standing may immediately attempt a new save or check against one status effect or condition of her choice that is afflicting her (including those from spells). This check or save receives a +2 circumstance bonus. Additionally, the desperation of the Last Man Standing imbues her strikes with deadly force. The Last Man Standing gains a +2 circumstance bonus to her attack and damage rolls, and the DCs of all her spells and abilities. If her allies recover or no longer meet the requirements of this rule, the benefits from this ability, other than the temporary hit points, are immediately lost.
TERRIBLE WOUNDS
The blades of your enemies are equally as perilous as your own. When suffering damage from an attack, there is a 30% chance a creature may suffer a wound. Slashing and Piercing attacks will hemorrhage for 1 point of bleed damage for a number of rounds dependent on the size of the attack's damage dice (1d6 damage or lower will bleed for 1 round, 1d8 for 2 rounds, 1d10 for 3 rounds, 1d12 or 2d6 for 4 rounds, etc.) A creature may choose to staunch the bleeding as a move action with a free hand and attempt a fortitude save (the DC is equal to 11 + the number of rounds they have bleed). Upon success no bleeding damage is suffered, however the hand being used to pause the bleed cannot be used for anything further this round. This may prevent the use of two-handed weapons and impart penalties to some skill checks which would otherwise require both hands.
As a full round action that provokes an attack of opportunity a creature may attempt to hastily patch up their wounds by sacrificing a piece of clothing or other improvised bandage and succeeding a heal check (DC 13 + the amount of bleed damage suffered). Clothing and garments utilized in this way are destroyed but may be repaired later by a skilled craftsman. Regardless of the result, the bleed damage is halted for 1 round. Upon a successful heal check the current number of rounds a creature has left bleeding is reduced by 1d4 + the healer's ranks in heal. Bleed damage from multiple wounds does not stack, however the number of rounds a creature will bleed is cumulative. Magical healing and heal check's with a result at least 10 greater than the wound's DC immediately end all rounds of bleed.
HERO POINTS
Maximum Hero Points: Characters can have no more than 3 hero points at any one time. Excess hero points are lost.
Source Advanced Player's Guide pg. 322
There are moments in any struggle that influence the outcome. Does the brave warrior lay low the villain before he can finish casting a devastating spell? Does the sly rogue avoid detection as she sneaks into the giant chieftain’s lair? Does the pious cleric finish casting her healing spell before the rain of arrows ends the life of her companions? Just a few die rolls decide each of these critical moments, and while failure is always a possibility, true heroes find a way to succeed, despite the odds. Hero points represent this potential for greatness. They give heroes the chance to succeed even when the dice turn against them.
Hero points are only awarded to player characters. NPCs, animal companions, familiars, cohorts, and mounts do not receive hero points without the appropriate feats, items or abilities. Unlike other points in the game, hero points do not renew over time or with rest. Once spent, they are gone forever. Hero points are awarded as a character gains levels or whenever a character accomplishes a truly heroic feat. The GM is the final arbiter on the award and use of hero points.
Using Hero Points
Source Advanced Player's Guide pg. 323
Hero points can be spent at any time and do not require an action to use (although the actions they modify consume part of your character's turn as normal). You cannot spend more than 1 hero point during a single round of combat. Whenever a hero point is spent, it can have any one of the following effects.
Act Out of Turn: You can spend a hero point to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.
Bonus: If used before a roll is made, a hero point grants you a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero points spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).
Extra Action: You can spend a hero point on your turn to gain an additional standard or move action this turn.
Inspiration: If you feel stuck at one point in the adventure, you can spend a hero point and petition the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the hero point is not spent.
Recall: You can spend a hero point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.
Reroll: You may spend a hero point to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.
Special: You can petition the GM to allow a hero point to be used to attempt nearly anything that would normally be almost impossible. Such uses are not guaranteed and should be considered carefully by the GM. Possibilities include casting a single spell that is one level higher than you could normally cast (or a 1st-level spell if you are not a spellcaster), making an attack that blinds a foe or bypasses its damage reduction entirely, or attempting to use Diplomacy to convince a raging dragon to give up its attack. Regardless of the desired action, the attempt should be accompanied by a difficult check or penalty on the attack roll. No additional hero points may be spent on such an attempt, either by the character or her allies.
Cheat Death: A character can spend 2 hero points to cheat death. How this plays out is up to the GM, but generally the character is left alive, with negative hit points but stable. For example, a character is about to be slain by a critical hit from an arrow. If the character spends 2 hero points, the GM decides that the arrow pierced the character's holy symbol, reducing the damage enough to prevent him from being killed, and that he made his stabilization roll at the end of his turn. Cheating death is the only way for a character to spend more than 1 hero point in a turn. The character can spend hero points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not another character or NPC.
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. Total Defense Expert has been replaced with the version below:
Total Defense Expert (Combat)
You are exceptionally skilled at defending yourself.
Benefit: Whenever you perform a total defense action, you gain an additional +4 dodge bonus.
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
19) Minimum Post Length: You don't need to write a book, but ten word posts give me conniptions. A 4 sentence minimum is required for any IC post. Describe your character's actions and thoughts in your posts. Quality roleplay will take care of the minimum post length by extension.
21) 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.
22) Non-Initiators / Sphere-Users: Character's without Initiator Levels or Spheres (SoM 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.
23) Bonus Feats: All characters gain a bonus feat at the following levels: 1 / 3 / 5 / 6
25) Nonlethal Damage: Making a nonlethal attack with a normal weapon only incurs a -2 penalty instead of -4.
26) Weight: Keep track of it, it's in use. (P.S. Your coins have a weight too, so don't carry around a fortune in your backpack)
Posting Deadline: Players will be given 24-hours from the time the gm posts to respond. This is more relevant to major updates which move the party forward, or during combat. Quick posts, such as dialogue will retain this same time window. To keep things moving, players who do not post in this time will be skipped, counted as delaying their round during combat, or left idle. I reserve the right to bot PCs that are left unresponsive for the sake of progression. There is some wiggle-room on this timeframe, but this becomes a hard cutoff time as necessary. If the PC was counted as idle, or skipped during their respective round and the player posts at any time after, this late post will not be resolved and will be ignored. Unless I'm feeling generous or have yet to complete posting the update the deadline will be maintained. The gm will typically wait until all players have posted, or a significant period of time has lapsed over the deadline before updating or resolving the round. Individual checks and results may be resolved immediately without a full update to accommodate players who are lagging behind. Missed rolls, or rolls for additional checks may be rolled by the GM to progress the game. If you are unable to post, or require additional time, please provide me notice and we can work with you to give you the opportunity to get your actions resolved.
The "I Wish I Could Have Done Something" Clause: We all know out of combat time can be a little fickle. For the purposes of allowing player's time to provide a response and interact with one another in the pbp environment, actions will typically be resolved based on the time required to complete the actions rather than the order which they were posted. This is specifically so that other player's are not out-of-luck just because "Player009" posted walking, running, lighting a sunrod, then jumping off a cliff. Players are free to attempt those longer sequences of actions while out of traditional "combat time", however other players are free to act upon, stop, or attempt to interrupt those actions taken by another player that would be outside of a typical round (6 Seconds).
As an example, if "Cherry The Cleric" experiences a mental break-down and is attempting to light a torch and then herself on fire - the party can still react before the self-immolation bit resolves even if Cherry's player posted her own flaming demise, due to lighting a torch usually requiring a full-round action. Not all players will be on at the same time due to the nature of the game and this order of resolving actions is intended to address those limitations in how actions are resolved. Players are welcome to make longer posts, but it is recommended to focus that effort on roleplay aspects rather than attempting to queue as many out-of-combat actions as they can. Players will still be permitted an opportunity to respond to each other and the final resolution provided may interrupt or otherwise negate actions that could not resolve due to the actions of other players. This rule is specific to player actions interacting with other players. There will be times where the game is advanced forward by the GM and may move the party though a number of scenes. Players will not have the option to interrupt the GM during these sequences or times where players are moved forward in the game.[/I]
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)?
Traditionally I prefer more robust character development, but feel free to keep it skirt-length for this one-shot. At a minimum detail the character's personality and motivations.
15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
Lots of roleplay and dungeon crawling. Players will need to utilize their resources to overcome poor weather, and other challenges.
Game themes will include; Intrigue. Dungeon crawls. Environmental survival. Lots of roleplay. Chase scenes. Combat and maybe some puzzles. There are various ways the hero's can complete their objective without having to murder everything, but combat is certainly an option. There will be a significant degree of lethality so tackling encounters creatively is recommended.
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?
This is an introductory game and so a great deal of content is not in-use. I am very open to 3pp content, however this will need to be on a case-by-case basis for this game specifically. If you have any requests beyond what has already been listed as approved, send me a request.