DM Kor's - We Be Goblins (IC Thread)

Game Master Kor - Orc Scrollkeeper

We Play Goblins! Crush all dogsies and horsies! Maybe even some stupids goblins!


General Gameplay Rules
1. Players must post a minimum of once per day, but multiple posts is encouraged.
2. Players who will be unavailable for 1 or more days will need to let me know prior to their departure -- I will NPC them while they are gone.
3. I will NPC characters if I have not heard from them within 24 hours. If I still have not heard from the player in the following 24 hours they will be dropped from the campaign.
4. To facilitate detailed and up to date combat I will be using MapTools.
5. There will be an IC (In Character) thread and an OOC (Out of Character) thread. Please only post in character actions and speech in the IC thread. Speech should be "bolded". For OOC information pertaining to the situation at hand, using the /ooc tags is fine in the IC thread (i.e. Mickey delays his action).
6. I will roll initiatives for all the PC's.
7. I will post initiatives in groups, in relation to the enemy initiatives. (i.e. Group 1: Goofy, Group 2: Evil Bad Lizards, Group 3: Mickey, Minnie, Pluto). When your group initiative is up, you may act in any order.
8. You will need to install Maptools to be able to view the maps. Note: This is my first time using Maptools so there will be a learning curve for me.
9. You must have your character information (character sheet) posted on your profile.

Game Information
Players: Only 4 players will be selected.
Sources: Core Rulebook, Advanced Player's Guide and Goblins of Golarion (No other sources!)
Point Buy: 20 Point buy. Only 1 stat is allowed to be purchased as low as 7 (prior to racial adjustments).
Hit Points: Max at 1st level. All subsequent levels you may either choose to roll your HP or take 1/2 HD +1.
Traits: You may start with 2 traits, and you may also start with 1 trait from Goblins of Golarion. (If you do not have this resource then I will assign you a trait from it which would best fits your character.

House Rules
Attack Fumbles: Any time a 1 is rolled on an attack die, the character must make a Reflex save of DC 5. Failure usually means something fairly bad happens to character or their weapon as determined by the GM.
Critical Hits: Any time you roll a 20 on your critical hit confirmation roll, your critical hit damage multiplier is increased by 1.
Ability Checks: You may “take 20” on an ability check when you may normally only take 10.
Healing: Magic of any type (spells, spell-like abilities and supernatural abilities) which heal a creature are always significantly beneficial in nature. The total of all dice rolled to determine the amount healed, always provide a minimum of half the possible result before any bonuses are added. For example a 1st level cleric casting a cure light wounds spell will confer a minimum of 5 points of healing (half of d8 result is 4, +1 for a 1st level cleric). The recipient heals the better of either the rolled result or the modified minimum result. This rule only affects those that heal from the magic effect. Undead would benefit from this rule when an inflict spell is cast on them, however the damage they suffer from a cure spell is as per the normal rules.
Channelled Energy:Access to positive or negative channeled energy is NOT tied to one's alignment.