I will be running a CotCT campaign here on the Paizo boards. I would like a party of 4-5 members, depending on composition. In order to be fair to those who work or live in odd timezones, I am going to give potential players until Wednesday night at midnight eastern daylight time to post character concepts and partial backstory. I will then select the party from the pool using a fair dieroll. The selected players would then have until the weekend to stat up their characters. With any luck, the game could get going on Monday. In short:
Monday-Wednesday: Accepting Characters
Thursday-Saturday: Selected Characters statted
Sunday: Character check-over
Monday: Game starts
Pathfinder subscribers and readers are still welcome. If you trust yourself to keep player and character knowledge separate, I'm happy to have you.
SRD + Pathfinder Only. If there is a non-core prestige class you really want, you can ask and I may allow it if I own the book.
Character creation rules:
Stats are 32 Point buy
I would really prefer no half-elf or half-orc characters, but I'll allow it if you can make it interesting. Likewise, Psionics are not my favorite thing, but if you can make it interesting...
Everyone must take one trait from the Curse of the Crimson Throne Player's guide.
Everyone may take one of the feats following feats from the RotRL or CotCT Player's Guides for free (You must still meet any prerequisites):
City Born
Country Born
Harrowed
Lone Wolf
Shingle Runner
Totem Spirit
Varisian humans get Varisian as a known language.
Shoanti humans get Shoanti as a known language.
Chelish humans get Old Chelish as a known language.
Add Old Chelish and Varisian to the Halfling's and Gnome's list of racial bonus languages.
Add Shoanti to the Dwarf's list of racial bonus languages.
Add Varisian to the Elf's list of racial bonus languages.
Add Ancient Thassilonian to the Wizard's list of class bonus languages.
Starting Gold is as follows:
Barbarian, Bard: 160 gp
Cleric, Rogue: 200 gp
Druid: 80 gp
Fighter, Paladin, Ranger: 240 gp
Monk: 20 gp
Sorcerer, Wizard: 120 gp
This is the same as max gold according to the PHB.
As per the PHB, a wizard's starting spellbook is free.
Wizards and Sorcerers may summon a familiar for free at character creation.
The following variant rules will be used:
Zelazny Spellcasting (Rules here. Discussion here.) Psionic characters, if any, use standard psionics rules.
Cleric spontaneous domains - Clerics do not automatically gain the ability to spontaneous cast cure or inflict spells. Instead, they may cast spells from either of their domains spontaneously. (The Healing and Destruction domains allow emulation of the old ability).
Variant turning - Clerics may replace the standard ability to turn or rebuke undead with the ability to turn creatures based on alignment. Using this option, the cleric may turn creatures with the alignment subtypes for the opposing three alignments of their god, and rebuke creatures with the neighboring three alignments. For instance, a cleric of Abadar (LN) who selects this option may turn creatures with the Chaotic subtype, and rebuke creatures with the Lawful subtype. A cleric of Desna (CG), however, would turn creature with alignment subtypes that sum to LN, LE, or NE, and could rebuke creatures with subtypes that sum to NG, CG, or CN.
If a cleric selects only one alignment domain, then they are choosing to emphasize that value over all others, and the ability to turn based on alignment changes appropriately. For instance, a cleric of Erastil (LG) who takes the Good (but not Law) domains has decided that the Good/Evil divide is much more relevant than the Law/Chaos divide, and turns creatures as if Erastil was NG.
A cleric of true neutral deity who selects this option may turn creatures with the 'extremist' alignment subtypes (that is, LE, LG, CE, or CG), but they take a -2 on their turning check. They may also turn creatures with one alignment subtype, but take a -4 on their turning check.
Paladins may also choose to turn based on alignment rather than turning undead. However, Paladins always turn as if their deity was NG, unless they are multiclass clerics, in which case they turn according to their cleric ability.
If a deity offers elemental domains, their clerics may instead replace the standard turning ability with the ability to turn elemental creatures as described in the granted power of those domains.
Due to this option, the granted powers of the elemental domains are being changed. Instead of granting elemental turning, they now allow the cleric to cast spells with the relevant descriptor at +1 caster level (in the same manner that the alignment domains currently do).
Armor as DR
HD-threshold Massive Damage
Reserve HP
Death and Dying
Weapon Groups - However, Exotic Weapon proficiency must be taken for each group individually.
Elves get Heavy Blades with str 11 or higher. They get Light Blades with str 10 or lower. (All Elves still get Bows, as normal.)
Dwarves get Exotic Weapon Group Proficiency(Axes). Gnomes get Exotic Weapon Group Proficiency(Picks and Hammers). They must still meet any other prerequisites to gain the benefits of these feats. For instance, a Dwarf must also have Weapon Group (Axes) and str 13+ to use a Dwarven Waraxe one handed. He must have Weapon Group (Axes) and Weapon Group (Spears) to use a Urgosh.
You cannot take Exotic Weapon Groups with class proficiencies.
If you multiclass, combine the class proficiencies. Numbered groups overlap, but named groups stack. For instance, a multiclass Fighter/Rogue has Basic Weapons plus 4 groups. However, a Cleric/Druid has basic weapons, 2 other groups, and either Druid Weapons or Spears. Whenever a character adds a new class, if they do not gain any weapon proficiencies from the new class, they may exchange one of their generic weapon groups for a new group. This represent a refocus in training for the new class. For instance, a fighter who chose Axes, Heavy Blades, Picks and Hammers, and Bows at first level decides to become a monk. He want to use Monk Weapons with his new skills, so he loses Heavy Blades. Please note that you cannot give up named proficiency groups or weapon groups gained using feats in this manner.
Add the following weapons to the existing groups:
Axes - Throwing Axe
Claw - Klar, Starknife, Ogre Hook
Flails and Chains - Bladed Scarf (Exotic)
Heavy Blades - Sawtooth Sabre (Exotic)
Light Blades - Dogslicer, Throwing Knife*, War Razor
Monk Weapons - Sling
Picks and Hammers - Earthbreaker
Thrown Weapons - Throwing Axe, Throwing Knife*, Light Hammer, Starknife, Shoanti Bola (Exotic)
New Groups:
Varisian - Starknife, War Razor, Bladed Scarf(Exotic)
Shoanti - Earthbreaker, Klar, Warhammer, Shoanti Bola (Exotic)
Shields - Shield Bash, Shield Spikes, Klar
Daggers no longer have a range increment. However Throwing Knives exist:
Throwing Knife - 1d4 Slashing (melee) or piercing (thrown) (x2) - 1 lb. - 2 gp. - 15 ft.
Vorpal does not exist.
If you multiclass, use the full fraction, rounded down, for your base attack bonus.
Please use Paizo's stat block format for character sheets. A blank sheet, with formatting tags, can be found here. I would appreciate 'shown work'.
I will be tracking encumbrance, so please list the weight of each item in your inventory.
I will using MapTool to generate tactical maps.
And, of course, this game is dedicated to that greatest of DMs, the one and only, irreplaceable, Gary Gygax.