GM Jiggy |
Hi folks,
I have an idea for a homebrew Pathfinder campaign. I have the beginning and the overall premise/background, but I'm having trouble mentally fleshing it out. So what I'd like to do is just start it up and let the action drive the creation of the next step. Little bit risky, as it's always possible that it could get big and complicated enough to require retcons or even just completely implode. But hopefully, it will be a fun and (for me) informative experience. :)
If you're still interested while knowing the above, here are the parameters you need to know if you want to play in this campaign:
- PCs begin at 2nd level, with 1,000gp for starting gear.
Everyone uses the Heroic NPC stat array of 15/14/13/12/10/8.
Max HP for 1st level, average (rounded up) for each level thereafter (i.e., d10 is 6HP, d6 is 4HP, etc).
No gunslingers, summoners, or alchemists.
No item creation feats except Scribe Scroll or Brew Potion, but even for those I make no promises regarding how much downtime you'll have for your scribing and brewing.
Core races only.
No evil PCs.
No traits. Instead, pick one save to get a +1 bonus and one skill to make a class skill. Feel free to swap one of those options for a second helping of the other (including the possibility of boosting the same save twice).
PCs must be the kinds of people who would get involved upon seeing an emergency happen, but feel free to get creative as to why.
Most stuff from the core hardback line is probably fine, but nothing setting-specific (except the CRB deities) and no 3.5 or 3PP stuff.
If your build centers around something that you'd feel cheated if it got vetoed down the line, ask about it upfront. I reserve the right to change my mind if something causes unforeseen issues.
Make sure you check out the houserules below!
Please only submit if you're confident that you can with reasonable consistency post at least once each day.
I *think* that's everything. If you're interested in playing, then post a reply under a character alias, including a little idea of who the character is and what they're doing in a smallish rural town that I'll call... um... Woodhaven. Yeah, Woodhaven. Sounds good. :)
___________________________________________________
Houserules
For the most part, there's no such thing as a full-attack. Instead of gaining more attacks from a high Base Attack Bonus, you gain more damage on your existing single attack. As a standard action (the "Attack" action), you make a single attack. When your Base Attack Bonus reaches +6, your standard attack (but not things like Attacks of Opportunity or special attacks like Spring Attack) deals additional damage. Roll your weapon damage dice and add your Strength-based damage, then add this total to your normal damage to get your final damage total. At BAB +11 and BAB +16, your damage further increases in the same way. For example, if you were wielding a greatsword (2d6 damage), had 18 STR (bonus +4, damage +6 due to being a two-handed weapon), and attacked with BAB +11, your attack would deal 6d6+18 damage. Any additional damage (from weapon enhancements, feats, etc) is then added to the total a single time.
If you have Two-Weapon Fighting, Rapid Shot, or Flurry of Blows; your standard attack action lets you perform two attacks (with appropriate penalties as defined by these abilities), and each deals damage according to the above progression. Strength-based damage is NOT halved for your off-hand weapon.
If you have two claw attacks, you can attack with both as a standard attack action. Certain monsters can attack with more natural weapons (possibly as a full-round action, depending on the monster). Natural attacks never get increased damage from a high BAB.
Class abilities or feats that specify needing a full-round action (such as Spring Attack or Whirlwind Attack) still require a full-round action; they are not reduced to a standard action. However, if an element of that action emulates a full-attack (such as the attacks granted by Spell Combat), the ability grants a single attack with damage that increases with BAB instead of multiple attacks.
Arcane Armor Training/Arcane Armor Mastery/Arcane Strike: These feats do not require swift actions to activate. They're simply always in effect.
Double Slice: This feat does not exist, as it is not needed due to other houserules.
Improved Two-Weapon Fighting: This feat does not exist, nor do any feats which list it as a prerequisite.
Power Attack: The damage gained from this feat does not change based on whether your attack is two-handed, an off-hand, etc. It is always +2 damage for –1 attack (scaling with BAB as written).
Vital Strike: This feat does not exist, nor do any feats which list it as a prerequisite.
Weapon Finesse: This feat also applies to the quarterstaff.
Whirlwind Attack: This feat does not include Combat Expertise as a prerequisite.
Being on fire: In addition to the normal 1d6 fire damage taken each round when you're on fire, you also take 1 point of Constitution damage. If you take no fire damage from being on fire (such as through magical protections or other resistances), you also do not take the CON damage.
This only applies to actually being on fire, not special fire effects that simply last more than 1 round. For instance, a direct hit from a flask of alchemist's fire deals 1d6 fire damage for two rounds in a row, but does not deal any CON damage.
Falling: For every 5 points of lethal falling damage taken from a fall, you also take 1 point of Dexterity damage.
Smashing into stuff: If you get slammed into a wall, smashed through a table, etc; you take damage equal to the unarmed strike damage of the guy who threw you into said obstacle, plus additional damage equal to the obstacle's hardness. This damage might increase or decrease based on the specific obstacle, or if atypical means are used to toss you into an obstacle. How do you accomplish this yourself? A bull rush or reposition that involves moving the target at least 10 feet will do it. Or, if you maintain a grapple, you can select (instead of one of the normal options) to move the victim at least 10ft into an obstacle within your reach.
Base Attack Bonus: Nothing requires a Base Attack Bonus of +1. If something says it requires BAB +1, ignore that requirement. Whether it's a feat like Exotic Weapon Proficiency with a prerequisite of BAB +1, or the rule stating that you can draw a weapon on the move once you have BAB +1, that requirement is waived.
Swift and immediate actions: These action types are completely separate. Instead of an immediate action costing you your next swift action, you simply get one of each action type each round.
GM Jiggy |
Sounds neat. Do you have any more information on the homebrew setting to help get the creative juices flowing with character backgrounds? Thinking of building a melee focused cleric.
I don't really have the time to create a whole world myself, or to get fully familiar with all the details of Golarion, so it's a sort of "Golarion with the serial numbers filed off", or "The setting you would infer if all you had to go on was the setting-neutral hardback line". ;)
Or if you meant your question another way, I plan for the campaign to involve a variety of challenges; hopefully a wide enough variety that almost any sort of character can have both a moment to shine and a moment to say "OH CRAP!"
GM Jiggy |
Color me very interested, several questions: would a barbarian with a bite attack and 2 claws while raging get 3 attacks, also, is necromancy on the table or would that be a veto. If so not a problem.
You could get either the bite or the pair of claws. Also, I confess I have a little bit of an aesthetic bias against PCs with natural attacks, which I would be naïve to pretend wouldn't affect my selection process at least a little bit.
As for necromancy, I'm not outright banning it. However, this setting is going with the assumption that the vast majority of undead are inherently evil, so coming up with a concept that would voluntarily add evil to the world by creating undead without being evil himself may prove challenging. Also, NPCs will almost universally be aware of undead creatures' likelihood of being evil. So the short answer to the necromancy question is "If you can make it work to my satisfaction". ;)
Rebnesk the Roc Rider |
I have been trying to find a game for this character for a few days now. He is a dwarven Luchadore (i.e. grapples a lot) who believes himself a fist of justice. He roams the country looking for good deeds to do. Sort of Don Quixote like. I just need to update him to level 2. Also, he is a monk and as most people know they suffer from a debilitating disease known as MAD, so those scores are going to hurt a lot. Should be interesting though.
Warren Connery |
@Warren Connery - Unless I'm missing something, you seem to have two-handed damage listed for your TWF routine.
You are not missing anything. The Two-bladed sword is listed as a two-handed weapon so I would think that two-handed damage would apply. I couldn't find anything anywhere that said either way.
If you rule otherwise it's easy enough for me to change.
The Dragon |
I do believe you have me interested here. Your houserules make me want to make a monk, but the statline makes me not.
Barbarians would certainly be best equipped to take advantage of the attack thing, while rogues get shafted at levels 8+. Overall, it's an interesting idea. One could probably pull a ninja, as they have ways of getting many more attacks that aren't iteratives.
Let's see what I can work out.
Edit: So what stuff do you allow? I'd like to use something from the ACG playtest, maybe.
Deliverance |
You are not missing anything. The Two-bladed sword is listed as a two-handed weapon so I would think that two-handed damage would apply. I couldn't find anything anywhere that said either way.
If you rule otherwise it's easy enough for me to change.
Double weapons, while grasped with two hands, function as two-weapon fighting normally does, so full Str on the main hand, half on offhand (full with Double Slice feat)
While using a double weapon does mean you get 1d8 damage on the offhand weapon, the real draw is that you can decide not to two weapon fight and wield one end as a twohanded weapon, thus gaining 1.5 times Str to damage and better Power Attacks, without having to drop your offhand. This is especially relevant again enemies with damage reduction.
The Dragon |
Warren Connery wrote:You are not missing anything. The Two-bladed sword is listed as a two-handed weapon so I would think that two-handed damage would apply. I couldn't find anything anywhere that said either way.
If you rule otherwise it's easy enough for me to change.
Double weapons, while grasped with two hands, function as two-weapon fighting normally does, so full Str on the main hand, half on offhand (full with Double Slice feat)
While using a double weapon does mean you get 1d8 damage on the offhand weapon, the real draw is that you can decide not to two weapon fight and wield one end as a twohanded weapon, thus gaining 1.5 times Str to damage and better Power Attacks, without having to drop your offhand. This is especially relevant again enemies with damage reduction.
Getting told by Deliverance. This is funny.
GM Jiggy |
GM Jiggy wrote:@Warren Connery - Unless I'm missing something, you seem to have two-handed damage listed for your TWF routine.
You are not missing anything. The Two-bladed sword is listed as a two-handed weapon so I would think that two-handed damage would apply. I couldn't find anything anywhere that said either way.
If you rule otherwise it's easy enough for me to change.
While TWFing with it, it's treated as having a weapon in each hand.
trawets71 |
Warren Connery wrote:While TWFing with it, it's treated as having a weapon in each hand.GM Jiggy wrote:@Warren Connery - Unless I'm missing something, you seem to have two-handed damage listed for your TWF routine.
You are not missing anything. The Two-bladed sword is listed as a two-handed weapon so I would think that two-handed damage would apply. I couldn't find anything anywhere that said either way.
If you rule otherwise it's easy enough for me to change.
I've fixed him.
GM Jiggy |
Okay, I forgot to put 2 for level. His stats should be appropriate for level 2. If you notice a discrepancy please point it out.
Maybe I need to delete cookies or something on my home computer; it was still showing your old stats last night, but now I see the updates. Huh.
GM Jiggy |
Ok, here is my submission so far. I decided to go a bard route instead of a cleric. But I'm still open to changes that would better fit your campaign style. I still haven't added weapons/armor/gear, but she will definitely use a scimitar.
-Sersi
Both your archetype and the key feat are Golarion-specific, therefore off the table. Feel free to make adjustments and then I can have another look. :)
Theorythmus |
Sounds interesting, have a few concepts in my head, but I have a few questions :
- Arcane Strike doesn't require a swift action to activate, but do you actually have to be an arcane spellcaster, or would a gnome's spell-like abilities count for this feat?
- I assume from what you have written that alternate racial traits are not allowed? Or are they allowed, as long as the characters are core?
- I am not getting what you were saying with the magus' spell combat, could you clarify that a bit further? And how would spellstrike work under your houserules?
- Mind if I temporarily would put the character sheet in this profile? And make an actual profile for the character if it gets selected (trying not to have to many aliases cluttering up my account :))
GM Jiggy |
Sounds interesting, have a few concepts in my head, but I have a few questions :
- Arcane Strike doesn't require a swift action to activate, but do you actually have to be an arcane spellcaster, or would a gnome's spell-like abilities count for this feat?
There's actually a FAQ on that: SLAs count for prereqs (though for Arcane Strike it would need to be an arcane one).
- I assume from what you have written that alternate racial traits are not allowed? Or are they allowed, as long as the characters are core?
Your race has to be from the CRB, but alternate racial traits are fine. Or at least, the ones I'm familiar with are. ;)
- I am not getting what you were saying with the magus' spell combat, could you clarify that a bit further? And how would spellstrike work under your houserules?
Spell Combat: Prior to hitting BAB +6, Spell Combat works pretty much exactly as written—you declare it as a full-round action and you get to both cast a spell and make an attack (at a –2 penalty). Once you hit BAB +6, the attack granted by the non-spell half of Spell Combat gets improved damage just like an attack action would.
Spellstrike: The free attack granted by casting a touch spell is not the attack action, so it doesn't get boosted damage from a high BAB. Your standard attack action gains improved damage from a high BAB regardless of whether it's also carrying a touch spell or not.- Mind if I temporarily would put the character sheet in this profile? And make an actual profile for the character if it gets selected (trying not to have to many aliases cluttering up my account :))
As long as all I have to do is click on a username in this thread and can see your stats and such in the profile, that's good enough for now. :)
Rebnesk the Roc Rider |
@redbeardedeyed
Raed eyes the little halfing with an almost menacing glare but quickly explodes into laughter.
BWAHAHAHA. Hello little one. I am Raed the Fist of Justice. And you. You can be the Foot of Justice. Wherever evil rears its ugly head I will be there to punch it in the face you will be there to kick it in the balls. I like it. You can even where my old mask.
He hands over an old and worn, yet surprisingly clean, mask. It is several sizes too big however.
GM Jiggy |
GM:
Concept is gravitating towards s halfling monk, making use of the Maneuver Master and Underfoot Adept archetypes. He'd pick up agile maneuvers and be tripping folks to the best of his abilities while peppering in his 1d4/1d4 damage.
Just wanted to check your thoughts on it.
Hm, technically those two archetypes don't stack, but I don't think I mind letting that one slide. :)
Rebnesk the Roc Rider |
@ GM: Actually the two archetypes do work because they don't replace the same things.
@ redbeardredeyed: I looked it up and totally agree. Its amazing how accurately Raed already portraits red oni. I thought you meant Goz and Mez from DBZ cause that sounds awesome. This is going to be awesome if it happens.
Theorythmus |
Theorythmus wrote:There's actually a FAQ on that: SLAs count for prereqs (though for Arcane Strike it would need to be an arcane one).Sounds interesting, have a few concepts in my head, but I have a few questions :
- Arcane Strike doesn't require a swift action to activate, but do you actually have to be an arcane spellcaster, or would a gnome's spell-like abilities count for this feat?
Well I had seen the FAQ at some point, it's just that not everyone agrees with it, so I was asking to be sure ;)
Theorythmus wrote:- I assume from what you have written that alternate racial traits are not allowed? Or are they allowed, as long as the characters are core?Your race has to be from the CRB, but alternate racial traits are fine. Or at least, the ones I'm familiar with are. ;)
In this case I was thinking about some of the alternate racial traits that give you spell like abilities (similar to that of the gnome)
Theorythmus wrote:- I am not getting what you were saying with the magus' spell combat, could you clarify that a bit further? And how would spellstrike work under your houserules?Spell Combat: Prior to hitting BAB +6, Spell Combat works pretty much exactly as written—you declare it as a full-round action and you get to both cast a spell and make an attack (at a –2 penalty). Once you hit BAB +6, the attack granted by the non-spell half of Spell Combat gets improved damage just like an attack action would.
Spellstrike: The free attack granted by casting a touch spell is not the attack action, so it doesn't get boosted damage from a high BAB. Your standard attack action gains improved damage from a high BAB regardless of whether it's also carrying a touch spell or not.
Spell Combat: Understandable, seeing as it is casting a spell (which is normally a standard action) and attacking (which is normally a standard, or full round with higher BAB), but I wasn't 100% certain, as it states it works similar to TWO-weapon fighting, which in your system can be done as a standard.
Will see if I can come up with something interesting :)
Castarr4 |
I'm definitely interested in this. Dotting. I'll try to get a proper alias up for this in the next day or so.
I'm thinking Flame Oracle with Burning Magic. While most of your houserules give incentive to playing martials (other than the rogue, who doesn't really seem to benefit), I think the "on fire" houserule deserves some appreciation. Am I correct in assuming that Burning Magic would work with it?
GM Jiggy |
I'm definitely interested in this. Dotting. I'll try to get a proper alias up for this in the next day or so.
I'm thinking Flame Oracle with Burning Magic. While most of your houserules give incentive to playing martials (other than the rogue, who doesn't really seem to benefit), I think the "on fire" houserule deserves some appreciation. Am I correct in assuming that Burning Magic would work with it?
Hm... It's kind of got its own rules for ongoing fire damage rather than just using default "on fire" rules (much like alchemist's fire has its own ongoing damage mechanism), so I think I'm gonna call that a "no".
Castarr4 |
Castarr4 wrote:Hm... It's kind of got its own rules for ongoing fire damage rather than just using default "on fire" rules (much like alchemist's fire has its own ongoing damage mechanism), so I think I'm gonna call that a "no".I'm definitely interested in this. Dotting. I'll try to get a proper alias up for this in the next day or so.
I'm thinking Flame Oracle with Burning Magic. While most of your houserules give incentive to playing martials (other than the rogue, who doesn't really seem to benefit), I think the "on fire" houserule deserves some appreciation. Am I correct in assuming that Burning Magic would work with it?
So similarly, it would not apply to Fire Storm or a fire elemental's burn ability because they have different listed damage than the normal d6? But would it still apply to Burning Gaze (which specifies 1d6) or Touch of Combustion (which has an additional effect while they're ignited?
Am I overanalyzing?
GM Jiggy |
GM Jiggy wrote:Castarr4 wrote:Hm... It's kind of got its own rules for ongoing fire damage rather than just using default "on fire" rules (much like alchemist's fire has its own ongoing damage mechanism), so I think I'm gonna call that a "no".I'm definitely interested in this. Dotting. I'll try to get a proper alias up for this in the next day or so.
I'm thinking Flame Oracle with Burning Magic. While most of your houserules give incentive to playing martials (other than the rogue, who doesn't really seem to benefit), I think the "on fire" houserule deserves some appreciation. Am I correct in assuming that Burning Magic would work with it?
So similarly, it would not apply to Fire Storm or a fire elemental's burn ability because they have different listed damage than the normal d6? But would it still apply to Burning Gaze (which specifies 1d6) or Touch of Combustion (which has an additional effect while they're ignited?
Am I overanalyzing?
Shazam, didn't realize how many ways there were to catch fire, all with slightly different mechanics and at slightly different power levels. Guess I learned something. I'm thinking I'll just have to draw the line between "unique fire effect" and "standard burning rules" on a case-by-case basis.
Glyphimor |
Kyra Utani wrote:Both your archetype and the key feat are Golarion-specific, therefore off the table. Feel free to make adjustments and then I can have another look. :)Ok, here is my submission so far. I decided to go a bard route instead of a cleric. But I'm still open to changes that would better fit your campaign style. I still haven't added weapons/armor/gear, but she will definitely use a scimitar.
-Sersi
Ah, I see. Well I've changed her direction to be an archeologist bard flirting the line between rogue/arcane and going for a ranged build.
Theorythmus |
Currently have several ideas in my head, but I am leaning in the direction of a human Oracle of Life, part healer, part diplomat, (trying to) hit things when necessary.
I have a few more questions though (not all of them are entirely relevant to the character I'm building, but might be useful nonetheless) :
- How do you deal with encumbrance? Not that I was planning on dumping my strength or anything, it's more that it's easy to get over a light load (especially if you actually count the weight of the clothes you wear)
- How do you deal with resource tracking?
- Do you have any idea what you are planning to do encounter-wise? Will it be more focused on social encounters, combat encounters, or 50/50?
GM Jiggy |
- How do you deal with encumbrance? Not that I was planning on dumping my strength or anything, it's more that it's easy to get over a light load (especially if you actually count the weight of the clothes you wear)
Only bother with encumbrance if you're actually somewhere near the line. For example, if you're high-STR with only light armor (therefore have a huge margin), or if you're wearing heavy armor and therefore can't get any more encumbered, or some other similar situation, then don't even bother.
But if you DO need to track it, then yes, clothes count.
- How do you deal with resource tracking?
By whatever means works for each player, as long as I can also see.
- Do you have any idea what you are planning to do encounter-wise? Will it be more focused on social encounters, combat encounters, or 50/50?
My goal is enough of a variety of challenges that everyone has their moment to shine and their moment to sweat. :)
GM Jiggy |
Is it too late to apply?
Not at all; I'll probably keep recruitment open the rest of this week (though the *real* endpoint is "when I pick out a party I like", hehe).
Here is my character if you'd like to see him. He's a dwarf magus :D odd combo? very.
His profile goes more into depth for stats and other.
No issues with a dwarven magus, though your profile needs a little cleanup: you don't seem to have included racial adjustments in your stats, I think you shorted yourself some HP, I have no idea who Chiuta is (please stick to CRB deities), I don't see any gear, etc. Getting all that sorted will increase your chances of getting into the party. :)
GM Jiggy |
HEY EVERYBODY!
I'd like to wrap up recruitment this week if possible; I know there have been some folks who have expressed interest but haven't submitted a character yet, so please do so within the next couple of days.
Also, in everybody's profile I'd like to see the following (feel free to copy/paste and fill in your data) in the "Classes/Levels" field; this will cause it do be displayed in soft gray under your name whenever you post in the Gameplay thread. Very helpful for me as a GM.
Classname X | Init +X | HP XX/XX | AC XX, T XX, FF XX | Fort +X, Ref +X, Will +X | CMB +X, CMD XX | Perc +X, SensMtv +X
The "Classname X" part should be your class and level, such as "Fighter 2" or whatever.
Thanks!