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I created a race of creatures called Reaplings. With the ARG and the opportunity to play nonstandard races becoming more common I have begun converting the various Reaplings into the ARG rules. The reaplings are similar to an ant colony except some of them are independant and inttelligent. The reaplings actually have multiple forms. The Queen form, which can make many things and are the only ones that can make more reaplings. The queen looks like a larger version of the leader forms and is large sized. The Warrior forms, soldier, corporal, sergeant. These forms are playable but are a little lacking in intelligence. They are medium sized with elven like but bland features. The Leader forms, scout, captain, major. These forms are better for players, they are the smart forms doing the intellectual tasks and the spellcasting for the colony. They also usually lead and direct the warrior and worker forms. They are small sized and have an elven torso with a snake like body instead of legs. The Worker forms, micro, spider. These forms are tiny and small respectively. They have 4 legs and a stumpy torse with two arms sitting in the middle of the 4 spider like legs. Stats
Over in the alignment discussion, I had the realization that certain actions could require an atonement, either mundane or the spell, without always breaking ones alignment. Alignment is just not fine tuned enough for this, pparticularly with paladins, clerics, druids and other role concepts with such restrictions. They have already announced the likely inclusion of criminal tags, so my idea is to build on that system and provide another flag that could become active when someone does something that is against their code of conduct as required by their religion, order, or whatever. I.E. A paladin might have enough LG alignment that a single case of murder would not change her alignment, but this does not mean the paladin should escape the consequences of losing her role abilities for commiting murder. The idea is that the criminal flagging system could be made modular so that any number of rulesets, could be made to produce a flag when certain actions are performed. Each religion o role concept could have it's own ruleset in addition to the criminal ruleset (which this would also make it easier to alter the criminal ruleset as needed), thus if one acts against a code of conduct, then they lose the tied abilities until they atone, or, if allowed, change whatever is raising the flag. Thus if a druid wears metal armor, or a cleric of Pharasma creates undead, or if a monk wears heavy armor, etc. Also you could implement a code maker that allows player made religions. Questions? Concerns? Thoughts?
I noticed the rules said the archtype has to be appropriate to the River Kingdoms but the examples of ineligble entries are all archtypes tied to something specific that's not in or about the River Kingdoms. Does this mean that an archtype doesn't actually have to be intwined with the River Kingdoms lore? Merely it has to be something that could, or would likely be found there? I ask because my better idea would the with the location but isn't built on any lore. Though I imagine being tied lore-wise would be a boon, but if it's not required I think I'd rather send in a more inspired idea then some piece of junk because I couldn't tie anything really cool to the lore.
I don't know much about the River Kingdoms as I do not own (and can't buy) the books/pdfs, so is there a place to find out about the region or will we be granted the pdfs should we be selected for top 32? I know we are supposed to have knowledge of the setting, but frankly I avoid premade stuff like plague in playing/running the game, but am perfectly willing to do the research needed to make an item fit the setting (research is good for inspiration too).
I heavily modified this template. I do not remember who I got the original from but I'll post the credit here if I ever figure it out. I put the blank profile in this avatar so anyone can easy get it to C&P. I also put it there so I can update it. I am open to suggestions, and would love to hear any comments. Here is the current version,
BASIC INFO:
Race: Gender Race Subrace Age: ?yo (Adult, Child, Old, Etc) Size: Size, ?' ?" ?lbs Type: Type (subtype) Level: Classes: Favored: Social: Faith: Home: Jobs: Languages: BASIC STATS:
Str ? (+?), Dex ? (+?), Con ? (+?), Int ? (+?), Wis ? (+?), Cha ? (+?) Senses; Perception +
SKILLS:
Total Skill Name (Ranks) Class (Ab Mod) [Bonus] {conditional} +? Acrobatics()()[] +? Appraise()()[] +? Bluff()()[] +? Climb()()[] +? Craft: #+? Subskill()()[] +? Diplomacy()()[] +? Disable Device()()[] +? Disguise()()[] +? Escape Artist()()[] +? Fly()()[] +? Handle Animal()()[] +? Heal()()[] +? Intimidate()()[] +? Knowledge:()()[] #+? Subskill()()[] +? Linguistics()()[] +? Perception()()[] +? Perform: #+? Subskill()()[] +? Profession: #+? Subskill()()[] +? Ride()()[] +? Sense Motive()()[] +? Sleight of Hand()()[] +? Spellcraft()()[] +? Stealth()()[] +? Survival()()[] +? Swim()()[] +? Use Magic Device()()[] +? Wild Empathy()()[] FEATS & TRAITS:
LVL 1 Traits —
RACIAL TRAITS:
Race
CLASS ABILITIES:
Sorcerer Class Features
SPELLS AND ABILITIES:
Constant At Will Once Per Day By Spell Slots Class/Spellbook #1 CL ?
Domains
Bloodline
EQUIPMENT:
Worn/Equipped: 24lbs Outfit: Outfit Name (? lbs) Magic Item Slots:
Non-Slotted Items: 1 lbs
Carried: 12 lbs
Belt Pouch #1: (0.5 lbs) 1.5 lbs
Type: (? lbs) 24 lbs
Capacity
BACKGROUND:
Appearance Description History
I expect the start to be slow because of christmas so I'm starting you off for introductions and will arrive to hand out your mission after the holidays. Doesn't mean I won't be active till then however. All of you have worked for your institution for at least a year, whether it was the military, police, or customs. Recently your boss told you that you have been selected for a special mission and that you were to report to the Feshira Hotel. The Hotel is a moderate hotel, but it does have all the ammenities, including a bar with a radio! (an uncommon thing and a sign of the hotels wealth) You have rooms for each of you.
I am recruiting a few players to play a homebrew game. I have a few players already set and they will start whenever ready. This group will start then meet up the other players when this group is ready to go (hopefully a dozen or so days from now). Character creation guidelines
You work for the government of the Free Clans Confederacy. (Military, police, etc) Info about the world
Any race is acceptable (some may require being a lower level, or some other tweaking) including making something in the ARG (10pt and lvl3, 20pt and lvl 2, can purchase a trait one step above your races rank by adding 1 to the cost. IE a 10pt race can buy an advanced trait by paying 1 point more) The common races are,
Uncommon races
All other races are rare, at least around here. Note, all planer spells will malfunction and all history agrees that every race was on some other world almost 1000 years ago, but suddenly found themselves here. For some, magic completely changed from what it was before, for others magic didn't exist prior, for the elves magic is similar but planer spells no longer work. Summoning works very differently. If any one plans one summoning anything I'll fill you in what you need to know, beware the the levels of the spells and such are much different. The unusual races have entries in the campaign notes or otherwise taken from the ARG. Kindaur will be posted there tommorrow. Money
Also because you are in a sponsered force you may have a, +1 or mithral, weapon or armor free.
Okay here is the discussion thred for my Maginexus game. Any PF stuff is good, might consider 3rd party, might tweak things as they come up but PF is gonna be pretty safe. Level three, 20 pt buy, 2 traits, and you are in the military, police, or the miltia of Fawazua City, a major trading hub/port for the Free Clans Confederacy. Any race is acceptable (some may require being a lower level, or some other tweaking) including making something in the ARG (10pt and lvl3, 20pt and lvl 2, can purchase a trait one step above your races rank by adding 1 to the cost. IE a 10pt race can buy an advanced trait by paying 1 point more) The common races are,
Uncommon races
All other races are rare, at least around here. Note, all planer spells will malfunction and all history agrees that every race was on some other world 1000 years, but suddenly found themselves here. For some, magic completely changed from what it was before, for others magic didn't exist prior, for the elves magic is similar but planer spells no longer work. Summoning works differently, a caster makes a sprite (like a magical computer program) and then either temporarily binds it to an existing body (necromancy) or conjures a body for it bind to (still temporary but is the traditional summon spells). If any one plans one summoning anything I'll fill you in what you need to know, beware the the levels of the spells and such are much different.
I was inspired by Goblins to make a yuan-ti (Human torso on a snake body) character, but PF has no stats, so I have made a few builds with the ARG, and am looking for feedback. However the ARG doesn't give any support for anything that doesn't have two arms and 2+ legs, so any ideas for being legless would be good. Personally I think the lack of being able to wear feet slot items should be the major if not only cost to being immune to trips. Had to go with blindsense instead of tremor sense. Any ideas how that changes things? I made these first ones large, but should I make them medium size? What about constrict? They should have that but I didn't find anything like it in the ARG other then improved grappling with free hands. 20pt build:
RP ---Item 3 Monstrous Humanoid 0 Normal Speed 0 +2Dex +2Int -2Cha 0 Standard Languages 7 large size 1 +1 Natural Armor 3 SR 11+ HD 2 Climb Speed 1 Fast 2 Nible attacks, gain weapon finesse 1 Natural attack, slam, primary 30pt build:
As above but add RP ---Item 4 Blindsense 30' 4 Scent 2 Prehensile tail
Planning for group 2! We should list what we have played AP-wise and what we would like to play and what we can run. I am currently in Maure Castle and Skulls and Shackles. I would like to run through Kingmaker and a mid to high level game. I have GMd many PnP games but this will be my first PbP as GM. I don't own any APs, I do have a few small 3.5 modules. I generaly run homebrew, so if there is anything odd or unusual you would like to try (I.E. an awakened tiger or spellpoints) I am probably the best pick for running it.
The 40th level game recruitment thread inspired me to make a prestige class to lead up to becoming a god. The idea is to have a prestige class that can be taken by epic level characters to slowly gain some of the abilities of a god with maxing out the class resulting in full-fledged godhood. Some of the things I was thinking of was to have powers and things related to the demi-gods following (more reverence received equaling more power) rather then just own rank, and the demi-god level just allows to have more abilities and make better use of the followers. This links the two fluff-wise and means the demi-god has stuff they need to do to maintain and grow their power. Possibly including a requirement of needing a certain level of following to advance. Some of the big things that need to be included/discussed are,
One idea is for all of the character's power to spark divinity, granting a divine aura. The character can perceive all within this aura. The aura starts small and grows 5' per level. Eventually one is able to affect, then control things at will in this aura, which eventually becomes the godly realm. Eventually it becomes large enough that the demi-god can only focus on certain things, which become the portfolios. Prayers from followers create a linkand the demi-god can sense things through the link just like it can in it's aura. The demi-god, though it can automatically sense things related to the portfolios, can only use normal senses from one's body. Eventually one can create an aspect which the high powered demi-god can use as one's own body, the number of which that can be controlled being limited by level (probably best to limit to two until actual god-hood). Every 5 levels or so the demi-god gains an appropriate domain.
I am making a new game system called Roads and Ruins, and am looking to see if anyone wants to test play it. Warning, the rules may change (always with warning and after discussion with the group) throughout gameplay as we find things that work or need fixed, thus I am looking not just for players but players who can give good critique and suggestions and help add new feats and spells etc. The basic idea is a cross between d20 and Savage worlds. You roll a d12 + an ability die + a skill die. It is a classless, skill based game but has much in common with d20 and will use a lot of d20 feats and spells (modded on the fly) till a good list is made for the game. I will be making a consistant sandbox game to play and have fair experience in GMing spontaneously. Here is a link to a webpage SRD for it, however it is unfinished till my computer is working again. As a PBP with only my phone, no maps, and combat will be done in rounds, each player posts their actions for the round and I will put those together in a descriptive post at the end of each round. I will answer any questions and if enough people decide to play I will post more defined rules (the missing ones anyway) in the campaign tab. Note, I would like to explore various playstyles and have a mix of play experience in the group as well. (Aka, newbies to roleplaying or PBP are welcome)
I am making a new system that is a bit of a cross between D20 and savage worlds. I am looking for feedback on what people think of this concept. Instead of a d20, the standard roll for most everything is a d12 + attribute die + skill die + skill specialization die (if applicable). edit Note, there are no classes in this game. BAB is now your skill in fighting with your equipped weapon Saves are now just free skill checks (Reflex is Acrobatics, Fortitude is Endurance, Will is Intuition) HP is now Wounds (Equal to your con) and Vitality (your con die rolled for each level) Hit Dice = Con dice per level adds to VP but not WP. AC is either rolled or 6 + half your Combat: Dodge skill + Size + Deflection + Magic.
CMB is now just making an attack roll while adding the size bonus CMD is now just a dodge roll except you include str and dex and size. Fatigue
Casting a spell
I created this spell cause I thought it was cool, though I am looking for feedback to make the wording clearer, and to maybe fix any glaring problems like what level it should be, and in general to see what everyone thinks of it. Shadow Form Clones
I ended up needing to use climb a lot in my current game and after looking at the rules I think some of the DCs are off. I.E. DC 15 for both climbing a rope, and climbing up using only hands.
Climbing a knotted rope is DC5 but an unknotted rope is 10 points more difficult? Certainly not, school kids have to do this, soldiers have to do this and math wise with taking 10, 10+ 0 str(+1 or +2 if soldier)+ 0 training= 10 (or 12 for a soldier) A completely average person taking 10 can climb an unknotted rope so why is the DC 15? True it would tax endurance rather quickly, but not fast enough to make climbing 7-8 feet impossible without taking 20(which assumes multiple failures prior to success) untrained. The wall DCs and such seem about right but the rope climbing DCs seem a category to hard. Anyone agree or disagree? Why?
I might be missing something but the separatist archetype for cleric gives penalties but no bonuses except for the fluff only bonus of saying she is a cleric of a specific deity. This is based on the PFSRD, my only resource beyond the core book. This seems odd to me and I am wondering if the SRD is missing something or if I am missing something.
I was reading the post about point buy vs rolling and I had this wonderful idea for the best of both worlds. Take the point buy amount (ie 20) and subtract 5 (ie now 15) then make six stats, then randomly assign them to your scores(represents inherent ability) then spend the last 5 points to adjust things(represents training). This method keeps everyone on a level field while introducing an element of randomness and makes it difficult to munchkin if scores are done last. What do you all think?
A few people have inquired about my custom class rules so I am including them here for enjoyment and critique. Note that this is not RAW so no arguments about RAW please, just balance, fluff, and suggestions. As these rules can be a power gamers dream I suggest heavy involvement by the GM. The core classes built with these rules end up with 42 to 48 points and a player making a class gets only 40, so there is an advantage to picking a core class and it is intended to be usable with the core classes (but not multiclassing). Here goes
The core stats are static once chosen but increase according to level as normal.
The core stats and cost,
Base Attack Bonus (Level * BAB)
Saves
Skills
Weapon and Armor Proficiencies
Magic Casting
Next select style of casting(no CP cost here)
Spontaneous, Choose from any known spell at time of casting. And Spell list type(Still no CP cost)
Select your spell list (not spells known). These are the spell on your spell list.
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Any ability with a negative CP cost give that many CP to spend elsewhere. Any ability given by a base class can be selected. Plus a few I have added or changed.
Some abilities have increments, they say (X CP per something), these abilities can be selected multiple times but will have to wait a number of levels before it can be taken again and improved. I.E. DR 1/- costs 2CP no earlier then 7th level and DR 2/- costs an additional 2CP(4CP total) and can't be taken till three levels later(10th level). Some abilities automatically increment as you level. They will say "Gain +X every X levels" this counts the levels since the ability was learned, not the total character level. --------------- Alternate Forms (Wild shape, etc) 5CP Pick one category of creature to have available to shift forms. Gain an additional use per day and an improvement every 2 levels.
Armor Casting 1CP must be taken at first level. Cast spells from this class with no armor check penalty for any armor you are proficient with at first level. Armor Mastery 2CP Armor Training 2CP Can take multiple times. Must wait 4 levels to take again. Aura/Aura of Good 0CP This is mostly fluff so is free. Do not confuse with a Paladin's auras that provide bonuses. This is just for those auras that register on detect spells but otherwise have no mechanical effect. Bloodline 18CP or see below (note all Bloodline abilities must come from same bloodline unless otherwise stated)
Bond (Arcane, Hunter, Nature, Divine, or something similar) 4CP Bonus Feat 1CP Can be taken any number of times. Code of Conduct -X CP The CP gained from this depends on the GM and how limiting the code is (you write the code). Domain (with powers and 1 extra spell slot per spell level[The extra spell slot is non-stacking with itself or other class abilities unless noted otherwise]) 4CP Can take multiple times. DR 2CP per point or 1CP per point if it can be overcome with non magical means I.E. DR/Piercing Can take multiple times. Must wait 3 levels to take again. Favored Enemy 2CP Gain an additional +2 to any creature type every 5 levels. Favored Terrain 1CP Gain an additional +2 terrain to any terrain type every 5 levels. Flurry of Blows 2CP (note that this increases BAB to full [1 * level] for these attacks) Inspire (courage, competence, etc) 3CP Gain +1 to bonus every 4 levels. Limited List -1CP Your spell list is half as big per spell level (round down). Can be select up to twice. Orisons/Cantrips 1CP only selectable by those with Full or Medium spellcasting strength. Other Limits Your GM can award you with CP for accepting limitations. This is strictly at the GM's discretion. Resist 1CP per 3 points of resistance (energy type only) Can take at 6th level or above. Can take multiple times. Must wait 3 levels to take again. Slow Fall 1CP Gain +20ft distance every 2 levels. Smite (Evil, Good, or something similar) 2CP for each use per day. Can take multiple times. Must wait 3 levels to take again. Sneak Attack 1CP per dice. Can take multiple times. Must wait 2 levels to take again. Spell School(with powers) 10CP or see below.
Weapon Mastery 2CP Weapon Training 2CP Can take multiple times. Must wait 4 levels to take again.
One race that I created for one campaign were essentially intelligent magical tigers. They were created and bred to be combat mounts, but they rebelled and left. They use magic to manipulate things. They should get some kind of trait rp for being unable to use held things(like swords).
They have a quadruped in there but it is for centaur type races which is not this case. Also their type would be magical beast. Suggestions are;
Unusual Feet 1rp(should be -1rp or -2rp)
No hands -6rp (cost probably needs changed)
Multiped(non-centaur) varies rp
what does everyone think? any suggestions or did I miss something? |
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