OK I am running a pbp for the Adventure Path Jade Regent and am trying to find the best way to present the Maps with out having to redue them for every encounter. One person suggested //ditzie.com/ but I have discovered that it is no longer possible to create a new account with them and the site admin is unresponsive to emails. I am looking for something simple that can be URL sited and updated... any suggestions?
Actually will be played on another site but the PRD through Paizo will be the only allowed source for traits, feats, and spells. I found that the discussions here are more "sound". A lot of the group I game with like the idea of building their own class if you will from feats and skills. That's where the Idea for this came from. take away the class bonuses and be careful on what feats you chose if you want to do something in a level or two... simplified ROLE playing instead of power ROLL playing was the goal
Good Question, the game I am planing is home brewed as well
mostly being that those who wish to be one of the new folks (humans-post event) will have advanced firearms (set number of weapons and ammo in the world and unable to recreate), no armor, and unable to understand magic until at least 4th level. Where humans-native will be able to be spellcasters with a (1st feat) Bloodline (1st Human bonus feat) a Domain, and (1st Spellcaster bonus feat) Wildshape. Elves will be unable to handle "crafted metal" in any form,
thread I started on seeking advice I will have a large map but even those native will know that the lands were changed in the event and nothing will be what they know.
I am thinking about running a E8 Generic classed home brewed game. The reason I am going generic is that there are TOOOOOOO many options out there and as that this will be a play by post game I want it to be more about the characters and their skills and community then running a dungeon and killing everything.
The Commoners
The Experts
The Warriors
The Spellcasters
Spell casters will actually be very powerful individuals... each one different and unique, they will have access to all spell lists to draw their spells from.
Homebrewed: Modified feats Improved Unarmed Strike: deals lethal damage at the following levels
Improved Unarmed Strike Damage: improves damage dealt by one size category. Prerequisite: Improved Unarmed Strike; BAB +2 or higher (can be taken multiple times with) Evasion (Ex): As the monk ability. Prerequisite: Base Reflex save +3 Improved Evasion (Ex): As the monk ability. Prerequisites: Base Reflex save +5, evasion. Familiar: As the wizards ability. Use spellcaster level to determine familiar's abilities. Prerequisite: ability to cast spells
Animal Companion: As the druids ability. Prerequisite: Animal Affinity or any Trait/Feat that grants a handle Animal bonus; Handle Animals 1+ ranks.
Wild Empathy (Ex): As the druid ability. Prerequisite: Handle Animal 2+ranks. Track (Ex): As ranger ability. Adds half of total character levels (minimum 1) to Survival skill checks made to follow or identify tracks. Swift Tracker (Ex): As ranger ability. Can move at their normal speed while using Survival to follow tracks without taking the normal –5 penalty. They take only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. Prerequisite: Track, Survival 6+ranks Trap Sense (Ex): Combines the rogue class features of trap sense and trapfinding. Prerequisite: Disable Device 2+ranks, Perception 2+ranks. Uncanny Dodge (Ex): Combines the barbarian class features uncanny dodge and improved uncanny dodge. All class levels stack to determine the minimum character level required to sneak attack the character. Sneak Attack (Ex): As the rogue ability, but +2d6 on damage rolls. Prerequisites: Stealth 2+ranks. Improved Sneak Attack (Ex): Add +3d6 to your sneak attack damage. Prerequisites: Stealth 5+ ranks, sneak attack. Greater Sneak Attack (Ex): Add +4d6 to your sneak attack damage. Prerequisites: Stealth 8+ ranks, sneak attack, improved sneak attack. Favored Enemy (Ex): As the ranger ability. May be selected more than once; each additional selection improves any one favored enemy bonus (including the one just selected) by 2. Fast Movement (Ex): As the barbarian ability. Land speed is faster than the norm for there race by +10 feet. This benefit applies only when subject is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the subject's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the subjects land speed. Channel Energy (Su): as clerics ability. Regardless of alignment, any Spellcaster can release a wave of energy by channeling the power of their faith through their presented holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. Perquisite; can be chosen only on Spellcaster's 1st level; Knowledge Religion 1+ranks
Domains: as clerics ability. add ONE Domain spell list to Known spells and listed powers from the domain Perquisite: Spellcaster; Knowledge Religion 1+ranks (can be taken Multiple times, different domains)
Bloodline: as sorcerer ability. A Spellcaster's source of magic comes from somewhere in their heritage that grants them extra spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. Perquisite; can be chosen only on Spellcaster's 1st level. (Bloodlines will be slightly modified for E8 if chosen by the Spellcaster) Wild Shape (Su): as druid ability. Spellcaster's can turn themselves into any ONE (once chosen can not changed) Small or Medium creatures with the animal type and back again 1 per day/per level. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per Spellcaster's level, or until they changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the Spellcaster is familiar. Perquisite: can be chosen only on Spellcaster's 1st level. Large Wild Shape (Su): as Wild Shape, except Spellcaster can select a SECOND type of creature with the Animal type of large, small or medium (once chosen can not changed). Perquisite: Spellcaster 4th level, Wild Shape Elemental Wild Shape (Su): as Wild Shape, this ability functions as elemental body I spell. the effect lasts 1hr/per Spellcaster's level. Perquisite: Spellcaster 6th, Wild Shape, Large Wild Shape Wild Shapechanger(Su): as Beast Shape III spell (can choose any animal type of tiny, small, medium, large size) or Elemental II spell (small or medium sized elemental) at 1 hr/Spellcaster level Perquisite: Spellcaster 8th, Wild Shape, Large Wild Shape, Elemental Wild Shape
You said they were in a new town that they planned to base out of? Well if you use your monk to start a new temple your players will always have someone and someplace they can go for rest and recuperation. Basically you can turn him into a "Inn Keeper" that your players will always be happy to return to. You would also have someone who could pass on the "gossip" to the players so they would have a direction for there next adventure.
a character has been introduced to Pathfinder Society play that I have to question about... Female Chaotic Good Human Fighter (Weapon Master), Level 1, Init +4, HP 12/12, Speed 20 ft
My question is that they claim their character a human female AGE 10 is legal with the stats that they put on their character sheet... It was my understanding that society sanction play had to fall under the minimum age for class (for a human fighter age 15)
Quick Rules: +2 on all Dex-based rolls, –2 on all other rolls, –2 hp/HD. Rebuild Rules: Size decrease by one category; AC reduce natural armor by –2 (minimum +0); Attacks decrease damage dice by 1 step; Ability Scores –4 Strength, –4 Con, +4 size bonus to Dex. where do the rules stand on this one?
12(+1), 10(+0), 8(-1), 10(+0), 14(+2) 14(+2)<------ will go with I think Felix & Hmmph the Little Tigers Friend
Gnome, Druid, with Tiger Companion:
1(hd) 9 HP STR 10 DEX 10 CON 10 INT 10 WIS 14 CHA 16 Fort +2
AC 11 t11 f11 (+4 vs Giants)
Climb (Str) 0
Spells Prepared:
Orsins:1: Create Water. 2: Guidance. 3: Stabilize
Natures Bond: Felix
Equipment -------120 gp carried weight 8#
exMil.Saddle(20#) 60 gp
Coins: 8 Talons
racial facts: Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet. Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See Additional Rules. Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant type. Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier. Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes. Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects. Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks. Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice. Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon. Languages: Gnomes begin play speaking Common, Gnome, and Sylvan.
set one:
set two:
hmm lets see if I have the fortune with me this morning...
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