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Aardvark DM's page

2,035 posts. Alias of Troy Malovich.


MM Fireday, 14 Pharast 4714 |


CotCT Fireday, 18 Gozran 4708

Actions not taken, are actions not performed:
You didn't say it, you didn't do it.


Maps: SStar Starday, 22 Rova 4712 |

About Aardvark DM

I just want to make sure there is an understanding on where I'm coming from as a GM, so there are no incorrect assumptions due to my lack of clarity.

When I play, I consider the game to be one about taking actions, and you can't assume an action that has in game consequences is taken unless declared. If there are rules for it, then it should be accounted for. If it is assumed you ate, then you should mark off a ration.

If you didn't say you used Survival to find food, then you didn't do so.
If you didn't say you were moving stealthily, you didn't do so.
If you didn't say you prepared different spells than the ones the day before, you must have kept the same ones.
If you didn't say you slept, you are fatigued or exhausted (these I'm not certain of, I can't seem to find sleep rules for anyone other than prepared casters).
If you didn't set up a watch rotation while you slept, then you all get the -10 to your perception checks for being asleep.
If you didn't say you when and where you mapped, you don't have a map.
If you didn't search for something hidden, you won't find it.*
And if you didn't say you told the party what you saw/learned/know, they don't know.

I see Perception as two facets, Searching and Noticing. Noticing is to catch something happening (birds stop singing, wind got suddenly colder, a shout down the hall, though I include those using Stealth because sneaking is an action). Searching is an action that needs to be taken, as the environment stays the same, but now you are using patterns of finding things that cause it to require a move action to perform. Again, Stealth is the exception, as you can always choose to actively try and spot something using stealth if you think it is there.

From the other perspective, there are no rules for bathroom functions, so no declared action required. No rules for breathing, unless there ISN'T air to breathe, no declared action required. No rules for sharpening your weapon (There are whetstones in the CRB, but they do nothing, and there are no rules for a blade dulling), so no declared action required.

I prefer that the character have ALL the information in the profile, and (in the case of 4E) the powers in an easy to read format. For example:

Guiding Strike (AC); melee weapon; one creature
Hit: Target takes -2 penalty to the defense of your choice until the end of your next turn.

This allows me to DMPC your character in case RL kicks in and you are unable to post for a bit.

Paizo/AP Guidelines:
20 pt buy
2 traits (one from the AP)
Average starting wealth
HP/lvl are rolled or half, whichever is higher.
Encumbrance, Vision/Light, and Rations will be tracked.
"Bold for quotes"
Italics for thoughts
Out of Character for mechanics.

4E House Rules:
Using Inherent bonus system
Using Backgrounds
No Sunrods
No Essentials classes
*A natural 1 on an attack roll, means you grant combat advantage to the target of that attack until the start of your next turn.
*A Human's versatility allows them to give up their choice of one of their racial benefits for an additional +2 to any stat other than where the first bonus was applied.
*A natural 1 on a skill check gets an additional -5, a natural 20 gets an additional +5. This is to compensate for no auto succeed/fail.
*Non-lethal damage is declared for an attack (not a target) BEFORE any attack roll is made.
*Each character will have an "appearance" score, this will be a 4d6 drop the lowest, one time roll. Born ugly is born ugly.
*There are no racial languages see spoiler below.
*Passive Perceptions and Insights will only tell you something is off or doesn't add-up. Only a rolled active use will give details.
*Magic items are only identified by using trained Arcana checks at DC 20+1/2 of the item's level. The same character may not attempt to Identify again until after an extended rest.

------------MY 4E HOMEBREW-------------

Races Allowed:
These are the races either most common, or easily pass as one of the common ones.
Dwarf (Hill taking Wis or Mountain taking Str as a secondary stat)
Eladrin (True Elves)
Elf (Wood Elves)
Fey-kin* (Human half-fey, see stats below)
Genasi (Only Fire, Earth, Water, and Wind souls. Known as [element] Elf i.e. Fire Elf)
Gnome (Dwarven half-fey)
Goblin (Either a slave, or ex-slave)
Halfling (Elven half-fey)
Half-elf (Whether half-True/Wood/Elemental just for flavor)
Hobgoblin (Either a slave, or ex-slave)

Allowed on a case-by-case basis (good reason/backstory). These will either earn shock and distrust, or even as far as refusal to interact with by NPC's.
Goliath (Half-Ogre)

All others, not an option.

Ability Scores: +2 Dex, +2 Chr or +2 Int
Size: Tiny
Speed: 4 squares (clumsy), Fly 6
Vision: Normal

Languages: Common, Choice of one other
Skill Bonuses: +2 Nature, +2 Stealth
Alluring: You gain a +5 racial bonus to saving throws against charm.
Luminescent: Once per encounter, you can use the wizard cantrip Light as a minor action, with you as the target.
Fey Origin: same as Eladrin.
Between Worlds: Encounter * Immediate Interrupt
Trigger: You are hit by an attack.
Effect: You become insubstantial until the start of your next turn.

Being Tiny
Tiny characters follow most of the same rules as medium ones, with the following exceptions
* You can't use two-handed weapons (PH 215) or versatile weapons (PH 217), such as greataxes or longswords.
* When you use a one-handed weapon (PH 215) that is not an off-hand weapon (PH 217), you must use it two-handed, but you don't deal additional damage for doing so.
* You can still hit enemies adjacent to you without having to enter their space.

Usable weapons based on proficiency (broken down for convenience)
Two-handed: Club, Javelin (melee only), Scimitar, Rapier, Hand Crossbow
One-handed: Dagger, Sickle, Handaxe, Short Sword, Throwing Hammer, Katar, Sling, Shuriken

Gods above:
I don't have a channel divinity written for each one, but will throw one together for any certain diety a divine character follows.
Tara (TARE-uh) - Goddess of Healing, Mercy, Beauty, Family
Kavast (KAV-ust) - God of Honor, Loyalty, Courage, Chivalry
Celeste (seh-LEST) - Goddess of Arcane Knowledge, Wisdom, Secrets, Prophecy
Graf (GRAFF) - God of Thunder, Protection, Foresight, Watchfulness
Relinius (REH-lin-e-us) - God of Luck, Travel, Merchants, Revelry
Jeneigh (JIH-nay) - Goddess of Sun, Light, Retribution, Trust
Zollest (ZAHL-est) - God of Earth, Strength, Agriculture, Metal
Dalia (DAHL-eya) - Goddess of Air, Sky, Archers, Wind
Kem (KEM) - God of Creation, Art, Crafts, Engineering
Ehrinnae (AYR-rin-ay) - Goddess of Animals, Nature, Seasons, Balance
Lariss (luh-RISS) - Goddess of Water, Storms, Rivers, Rain
Emind (EH-minned) - God of Fire, Pranksters, Discord, Vice
Chalyse (SHUH-leece) - Goddess of Justice, Discipline, Lightning, Planning
Harlon (HAR-lun) - God of Moon, Night, Underworld, Undead
Gindalla (gin-DAHL-uh) - Goddess of Death, Disease, Grief, Suffering
Ferith (FAYR-ith) - God of Murder, Thieves, Lies, Killing
Azaul (uh-ZAHL) - God of War, Rage, Destruction, Pain
Bethany (BETH-uh-nee) - Goddess of Hate, Malice, Madness, Panic

Regional comparisons:
These are the major countries/provinces/lands that make up the world, and what they can be compared to

Fersingh= Gaelic Language Fersingen
Lug(pronounced Loog)= barbaric germania Language Lugan
Hewland= Britain Language Hewlish
Naltanic Empire= Romans Language Naltanic
Sevost= Norse Language Sevost
Mysk Islands= Balkans (all fighting for the same crappy land)Language Naltanic
Evo Pezar= renaissance Spain (no gunpowder) Language Pezari
Neaux Cavaile= renaissance France (no gunpowder) Language Cavaian
Sesha= free world Language Seshan
Vin Oslia= Russia Language Oslian
Lan Hudee= Mongols Language Hudese
Hal'akaran= middle east Language Akaranian
Palarius= Greece Language Palarian
Serinay= Yukon-esque, small communities Language Serini
Liberation= Britain controlled Africa Language Hewlish
Terra Salvak= The Amazon Language Salvakan

Now I'm not a history major, so yes there is some discrepancy, but again, this is just what they are loosly based on.

Language is not racial, it is regional and supernatural. Everyone has common (trade tongue), and the language of their country, if they get additional languages, they will be chosen from neighboring countries.

Languages not by region are: Primordial, Supernal, Abyssal, and Draconic. The first 3 can only be taken via feat or if given by race (i.e. Genasi). Draconic can only be chosen by feat, race, or arcane users.

Languages by proximity
(Bosaria continent) Fersingen, Naltanic, Hewlish, Lugan
(Lorthael continent) Seshan, Pezari, Cavaian, Salvakan
(Karnokken continent) Oslian, Hudese, Akaranian, Serini, Hewlish
Mysk Islands use Naltanic, and either Bosarian or Lorthael as neighboring languages
Palarius uses Palarian, and either Karnokkan or Lorthael as neighboring languages
Sevost uses Sevost, and either Karnokkan or Bosarian as neighboring languages.

General World Knowledge:
Here are a few things that are well known within the game world.

*Most of society distrusts "Free" magic, which are any of those not regulatable by the Church of Celeste. The following classes are not regulated: Ardent, Bard, Battlemind, Psion, Sorcerer, and Warlock.

*Goblins and Hobgoblins have been used as slave races for a long time, Hobgoblins as heavy labor, shock troops, construction, and Goblins as menial labor, errands, household chores. They are both assumed to be someone's slave, unless they have papers of freedom.

*Hewland is the main hub of Celeste's following, and where the Acadamy (her largest known temple) exists. There is also a group called the High Protectors that hunt down and try to either eradicate/cleanse the "Free" magic users.

*There is ALWAYS war in the Mysk Islands (where the campaign will start).

*Commonly accepted races: Dwarf, Eladrin, Elf, Fey-kin, Genasi, Gnome, Goblin, Halfling, Half-elf, Hobgoblin, Human, Minotaur.
*Pass as common races: Changeling, Duergar, Githyanki, Githzerai, Half-orc, Kobold, Shadar-Kai.

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