The Crypt of the Everflame
An Adventure by Jason Bulmahn
PBP DM'd by DM Doom
Those who are questing...(More information forthcoming)
- Anwyllia: Ranger
- Carrion Hawthorne: Rogue
- Drosk Ironhame: Cleric
- Lianth: Druid
- Senmont Al’bkar: Fighter
- Tymothy Smallwood: Wizard
Those who have come before...
None... yet.
Character Creation/Advancement Rules:
Abilities
Abilities will be 25 point buy system. In addition PC's can bump up one 'odd' ability to an even provided it does not increase said ability score higher than 16.
Hit Points
PC's will gain Max hit points through level three, after that it will follow the following system per Hit Die. Yeah it's static but I find it makes things a little easier. Of course you get to add con modifiers, favored class bonus and any feat/trait modifiers to the mix.
HD HP/lvl
d6 4
d8 5
d10 6
d12 7
Material's Allowed
I'm pretty much keeping things Pathfinder right now. If there are any 3.5 Pathfinder stuff you'd like to use, let me know and we'll see about the conversion of said feats and abilities. Wayfinder material should be run by me first but is likely to be permitted. If you have a character quality that's not in the PRPG pdf please note the source and pagenumber in your character sheet, this goes for character traits as well.
Character Traits
PC's may acquire two traits from the PDF in the downloads section or any of the Pathfinder Companions. Let me know what you're getting and be sure to work it into your character background on some level. If you want more you can buy the feat that's posted within said PDF. Should you find a Wayfinder Character Trait you like, run it by me first.
Experience Advancement
We will be advancing per the medium advancement table. Should I feel the need to advance you faster I'll simply give you more experience points.
Starting Gold
Purchase your equipment as though you had max gold. Once you are finished purchasing your equipment your remaining gold will be as follows based on your class:
Barbarian: 10gp 5sp
Bard: 10gp 5sp
Cleric: 14gp
Druid: 7gp
Fighter: 17gp 5sp
Monk: 3gp 5sp
Paladin: 17gp 5sp
Ranger: 17gp 5sp
Rogue: 14gp
Sorcerer: 7gp
Wizard: 7gp
There are two exceptions:
1. If, after spending your max starting GP, you have less than the above coinage you keep that instead.
2. If you have a trait that lets you start with more gold than usual and your background fits then you keep whatever change you have after buying your starting equipment.
House Rules
Here is where I post house rules. I might even include a brief bit of my reasoning for the house rules, the language may not be nice happy fluffy bunny language, if it offends your senses and you aren't a moderator then that's too bad.
Races
Humans get the Multitalented ability that the Half Elves get.
Why: Quite simply, I thought the humans got the shaft. One of their perks was that they were better at multi classing than everyone else because they were able to pick a favored class. Now everyone can pick a favored class, which is, to me, the humans losing out. So they get the Multitalented ability.
I think I recall someone writing me wondering if they could get the weapon proficiency that was available in the PRPG Beta testing. I figure if someone is willing to give up the Multitalented ability above they can get the Martial Weapon Proficiency feat.
Classes
Clerics get Heavy Armor Proficiency if it fits their deity.
Why: I never liked that change. Pure plain and simple. That said I don't think it makes sense for a Cleric of Nethys to have Full Plate but one of Gorum or Torag seems much more reasonable. Use common sense, if you have questions e-mail me.
Clerics can Turn Undead.
I never liked this change either. Basically Clerics who channel positive energy have the Turn Undead feat for all intents and purposes. If they actually buy the Turn Undead feat then whenever they channel positive energy to damage undead they can turn at the same time.
Feats
Spell Focus and Improved Spell Focus give a +2 bonus.
Why: +1 to a DC of a single school of spells is not worth a feat. I've thrown level equivalent monsters at PC's and they easily beat the DC's that used the 3.0 version of this feat. Personally I think whoever thought it was too powerful didn't know how to DM for spellcasters.
Spells
I thought they went overboard on weakening a lot of the spells out there. Cutting them down by %50 potency when a mere %25 trim would have balanced them out nicely. The result: a lot of spells I feel are far too weak for their levels. These will be adjusted on a case by case basis.
Remove Disease and Neutralize Poison
The caster level check can be substituted with a heal skill check if the heal skill is higher.
Why: I respect the desire to make Poison and Disease more deadly, really I do, but I don't like the idea of a poison or disease grinding my game to a halt. Personally, I thought it could have been an opportunity to make the heal skill more worthwhile, as it stands there's no real reason to pump more than a few points into that skill and call it a day. Now there is.
Encumbrance
I'm not a big stickler for encumbrance. I might peek in occasionally and see if that pack you carried into combat is overstuffed but if it's a few pounds over the weight category it's no big deal. If, however, you're carrying everything and the kitchen sink and you're the wizard with 8 str expect me to apply penalties to your rolls.
Critical Hits
I'm not a full on Grognard, my starting edition was 2nd Ed. AD&D, but back then a crit was a crit and I've carried that well into 3rd edition. I don't, however, want to make this too deadly for those who are not used to my method of doing things so I'll used a trimmed down version of my home game house rule.
A roll of what is normally a "critical threat" results in the following based on your critical damage multiplier.
x2 = Max Damage
x3 = Max Damage x 1.5
x4 = Max Damage x 2
See? Simple, and makes rolling a crit worthwhile, no more wasted natural 20's and you no longer have to worry about confirming a crit only to roll a 1 and do poor damage regardless. Of course if you have sneak attack or some magical ability on your weapon that adds a die of damage you still have to roll it and it doesn't get multiplied but that's normal. Does this mean fights will be deadlier? A little, but I think you'll be fine.
I can't think of much else in the house rule thing. If I update I will post here in the OOC thread then edit and update this post accordingly.
Posting/Combat
Alright, this isn't like my usual PBP site so I have to adjust my standards some. Here's some basic guidelines as well as things I like and dislike as well as things you can expect from me as a DM.
When you post please include any actions you take that have a game mechanic attached to them and post them using BBCode for OOC posts along with relevant information I'm including a crude example below.
Finius waved his hands about and murmured a string of strange syllables in draconic before pointing at the brigand and whereupon a dark mist seems to surround the highwayman displaying unto him his darkest fears
Finius is casting Cause Fear at the Brigand. DC 15
Simple enough right? This goes for other things as well like skill checks. Sure you can assume I understand you're picking the lock if you describe yourself picking the lock or what not but I want to see it written out briefly in OOC.
A few things not to do. Some go without saying but I'd rather spell it out then hear someone say 'but you never mentioned anything about...'
- Don't write blocks of text, paragraphs are your friend!
- Don't write novels, sometimes a situation will allow for a rather large post but in other situations try to let people get a word in edgewise.
- Do not dictate the actions of my NPC's. I'll avoid creative license with you, if I do use creative license with your character, rest assured I'll send you a message or e-mail confirming that I'm not going too far in doing so.
- Don't disrupt the game. Inter-party conflict is fine but I don't want any player vs. player action going on. Should you find your character cannot co-exist with another then e-mail me and we'll find a way to resolve the issue outside of the boards.
Skill Checks
I like there to be a degree of uncertainty in my games, however I don't like to remove all control from players, so I strike a simple balance and swipe one of the few things I liked from 4th Edition: Passive Skill Checks.
Basically it goes like this. Occasionally something is going on that you guys (the PC's) don't know about. Maybe an Assassin is sneaking into position or someone is lying to you. I will have these NPC's roll checks against your Perception or Sense Motive as though you were taking 10. This will not always be the case of course.
Should you wander into an Ally way and roll a perception as you keep an eye out for danger then they'll have to beat that instead. Or if you don't trust that street urchin when he tells you the thief went that-a-way you can make a sense motive check. You can do this in two ways: either post in OOC that you're making a check and I'll roll it myself. Or you can post in OOC and use the BBCode to roll your skill check.
That goes for any skill: you either roll yourself, or declare your skill check ooc and let me do it. Sometimes I'll use my own judgment if you forget or don't think of it. If you're trying to talk your employer into bumping up your reward but you don't post anything about making a skill check then I'll probably roll your diplomacy (or intimidate depending on the method you use IC).
Languages
One thing I'm nervous about is that there's no private message option on these boards. As such many things will require the honor system. Thankfully, one thing that isn't that much of an issue is language so here's how I'll handle that.
Whenever you are hearing someone speaking in a language other than common I'll check everyone's known languages. If someone knows the language being spoken I will post it as a spoiler with something indicating what language it is and those that can read it may look at the spoiler. Those that can't read such and look at the spoiler and then I find metagamed based on such knowledge will receive an XP penalty on the first violation and then get booted from the game on the second. So, you can look at stuff said in languages you do not speak but you cannot act on it unless someone translates. It's an honor system thing.
Also, when posting in a language other than common, do one of two things: either post it as a spoiler identifying the language or post it without a spoiler identifying the language. Whatever your preference is provided you make it clear what language you're speaking in.
Internal dialogue should be italicized.
Knowledge Checks
The results of a knowledge check will be posted as a spoiler. The spoilers will be listed with the name of whoever is permitted to read the information within. Knowledge checks work like skill checks above, you can declare and roll via BBCode or you can have me roll.
Dice Rolling
In case you haven't guessed, dice rolls made by players will be done via BBCode, pure plain and simple. I know some people like to use some website that's out there but I'd rather not deal with that. Any rolls I make will be made in private, think of it as your DM who rolls behind a screen at your table top game and you'll be fine.
Combat
- Combat will start in one of two ways: if it's something the PC's are ready for then I will post that you may roll your initiative accordingly. For surprise rounds I will handle the initiative rolls.
- Just like regular posts: have an in character description of your action and then post the mechanics and die rolls OOC. If you leave it up to me to interpret... well... don't.
- If modifiers or there are any adjustments to your stats and abilities show them and the duration in either an OOC BBCode or better: a spoiler. Just copy and paste it each round. It gives me a quick reference otherwise I might forget that you cast Mage Armor on the previous page and just use whatever I find in your character sheet.
- Post when you can. Don't worry about waiting until player X who rolled a higher initiative goes.
- Sometimes it might behoove you to post a 'if not this then that' element. Something like: If I can't attack enemy A then I'll heal ally B. That way you can post out of initiative order and I have something to work with for the round resolution.
- After everyone has posted for a round I will write up a round resolution. This will take into account the order of initiative and whatever the players did. Should one post conflict with another I'll adjust it logically or per the PC's post. This resolution will also include a mechanics summary in OOC.
Whew, okay, I think I've covered the necessary bases. I know it seems like a lot but, well, I've played PBP with all types and I'd rather have all the above than not. Let me know when you're character is made and ready for me to look at. Send any questions, comments, concerns to dmofpayne at gmail dot com.