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8 posts. Alias of Vanessa Hoskins.


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Yeah, using the rule that fighters (like yourself) get to use Combat Stamina for free. Other classes can take it, but it requires a feat.


Ok, we have a fighter who drinks weird things and a gnome who teaches at the local university (unless you wanted to be from out of town when all this hits).

Quinn was going to make a mystar lore oracle (to be a healer); ready?

Rob was going to make a mystar... something; ready?

Sharon was going to make...?

Isaac was going to make...?


Expanded Craft and Profession Skills is basically "I want to sim being an inn keeper." (or whatever) It's not likely to take up a large amount of time, but sometimes having a "real job" is important to people's characters. If they want to go in-depth about it, then the expanded rules exist.

Stamina and Combat Tricks gives per-fight extra abilities for different feats. Makes being a straight martial character more interesting and have more choices.

Dynamic Magic Item Creation is pretty perfect, and I will be giving loot that either helps make certain kind of magic items or gives other buffs. So treant sap might act as a potion of barkskin, or be used to help craft an amulet of natural armor. We'll use the full-blown rules... well... I have plans for them.


Unchained Rules In Use:
All Unchained Classes
Background Skills
Skill Unlocks (rogue edge or Signature Skill feat required)
Wild Magic (in certain areas, due to the story)
Esoteric Components: Optional Components (generally not purchasable)
Automatic Bonus Progression

Optional Unchained Rules (if you want to use them, let me know):
Expanded Craft and Profession Skills
Variant Multiclassing
Stamina and Combat Tricks (Fighter for free, Combat Stamina feat required otherwise)
Active Spellcasting: Overclocked Spells
Dynamic Magic Item Creation (for very important or plot-specific magic items)

Unchained Rules Under Consideration:
Diseases and Poisons


We'll probably do Background Skills. This reclassifies some of the existing skills that are less useful for most adventurers into background skills. All characters gain 2 bonus background skills per level. Essentially, this gives you additional skill ranks to put into fun skills you may not take otherwise because you really need Climb and Swim for your fighter.

The other gets rid of belts and headbands that give stats, cloaks of resistance, and enhancement bonuses on magic weapons and armor. Instead, you just get these sorts of bonuses automatically for being higher level and a bad-ass. This means that magic items can be far more interesting and not just a bunch of stat-boosters.


150gp to start. All traits/feats/classes probably legal, just ask me if you're concerned. More concerned with interesting story than powerful characters.

Also, considering playing with some of the Pathfinder Unchained rules, including some of the skill changes and possibly the rule to get rid of boring (big 5) magic items. That way we can have interesting magic items and not worry as much about the "power gaming" items.

Any you folks would like to try?


Character Creation:
20 point buy
Any class (3PP and variant rules encouraged, but needs approval)
Limited Races:
The intro to the game will involve the violent re-infusion of magic into the plane. For races, if you want to be around before this happens select:
Elf
Dwarf
Halfling
Half-Elf
Human
Gnome (tinkerer type)
Kobold

If you want to emerge after magic:
Gnoll (previously wild canines (wolves/hyenas) that awakened)
Goblin (They don't even know where they came from; more brutal than Golarion goblins)
Harpy (magically mutated/awakened birds; always female)
Hobgoblin (humans twisted by magic)
Plant-like-race (for now, we use Ghoran; awakened plants)
Wyrwood (servitor race used as slave labor; created by gnomes but proliferated by dwarves; gains sentience with the emergence of magic)

If you want to try something new:
Mystarion (needs new name) (-2 Con, +2 Int, +2 Cha)
- Think "extra-planar half-elves;" descended from elf and human wizard conclave that was studying the outer planes when it was cut off from the material. They created a demi-plan in the astral to survive for generations. They're now something new and different.


The city of Stonehill is mostly a border town, a quiet way-station on the Mataren road. Merchants stop here to change their currency from Kylian crowns to Bartanthian ducats and purchase a merchant's license before heading to Calis, the capitol of Bartanthis. The fishing boats pull in a fresh haul of salmon each morning, and the loggers provide plenty of lumber to keep the city growing.

However, something strange has been happening recently. Fortune-tellers have been getting near-constant readings of doom an tragedy. The town medium has been having nightmares and hearing ever-present voices. Even the kobolds have closed up their tinkerer's shop to focus on fortifying their tunnels, claiming the rocks keep shifting causing cave-ins.

Magic has been absent from the world, in all but children's stories... Clockwork servitors assist the wealthy and military forces have started to train in experimental black powder weapons. Rumors of even stranger things have been heard recently: Overnight, an innkeeper set her own inn ablaze from fire streaming forth from her fingertips. A little girl who was nursing her injured little brother watched as he miraculously healed in her arms. A young man was just shaking the hand of his fiancée’s father when the older man started to sputter and convulse, his flesh cooking before his future son-in-law’s eyes.

Something is about to happen... something world shattering.