Count Haserton Lowis IV

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Nope
You have to Dock the template Cost First before any rolls, which changes the first roll to 2d4+10, not 2d3+12.
and if you get an 18 on the first roll, expect to roll around a 10 in stats as you'll be rolling 1d6-1d6 +10 not 1d6-1d3+10 for a good while until the PB point pool is over 6 and if the PB pool is negative you'd be rolling 1d3-1d6 +10

as 18(17),12(2),10,10,8(-2),14(5) is 22 PB. which is off also by 2
The first roll and all following rolls were the incorrect dice..

So, your keeping the stats I rolled; 15,15,12,12,11,11


Only a bit of time left to get an interest in before I close the door.


Yeah, backstory wasn't bad and I kinda liked the feel of it, but a lot of lore conflicts with that one for the races, and difficulties to get to that backstory given the races and what they are doing.

------

Frost folk are northern humanoids with the COLD subtype, they tend to survive off the land, and generally are barbarians.

Like Orcs, Frostfolk are raiders when not taking care of their livestock or going hunting,
and if they cross-bred with something, it was likely not in a loving way of a loving couple, but leaving a b4stard child behind.
They tend to raid on Human, Half-elf, or Elven settlements, and don't bother raiding orcs, as the orcs likely don't have the supplies since they also do raiding.

The half-frostfolk weakness Weak to Heat adjusts the warmer temperature bands meaning in temperatures that most characters find warm and comfy,
you find a bit too hot and will need to make some fort saves.
There are counters to dampen the weakness, and all require investments of some kind.

Frostburn has an entry on full blooded Frostfolk, and given the inheritance options for half-frostfolk most have a frostfolk father,
and very few would have a frostfolk mother (the ones with the cold subtype)


Current Submissions

LG Half-Orc Monk
LG Nymph-Touched Elf Paladin
LG Draconic Human Cleric
?? Half-Minotaur Half-Orc Ranger
NG ???? - ?? Paragon
There is a reason I wrote things as I did...

should update this part since some templates have been taken

Templates available:

* Celestial (2 PB, Limit: 2/2)

* Fey-Touched Creature (2 PB, Limit: 2/2)

* Fiendish (2 PB, Limit: 2/2)

* Half-Satyr (3 PB, Limit: 2/2)

* Half-Ogre (4/5 PB, Limit: 1/1)
There is Medium and Large Size versions

* Draconic (5 PB, Limit: 1/2)

* Feral (5 PB, Limit: 0/1)

* Fey Creature (5 PB, Limit: 1/1)

* Nymph-Touched (5 PB, Limit: 0/1)

* Half-FrostFolk (5 PB, Limit: 1/2)

* Half-Minotaur (5/7 PB, Limit: 0/1)
There is Medium and Large Size versions


I've just making sure your fully aware of the impact of being a large size

As even flavorful penalties can surprise you in what they can do....
And as you pointed out ceiling can be an issue, as most adventures have ruins with 8 to 10ft ceilings, which means no over the head swings with most weapons for large creatures, along with most corridors being either 5ft or 10ft wide. Which means your gonna be squeezing through area's at times.

For the backstory It is a hard to see as a realistic background, though under the most incredible odds, it could be possible, like at around 2%.

The first part
"His father was a Minotaur and his mother an orc. The two had eloped when their tribes had fought. Running from both sides and settling down as far from the two as they could go."
that one is a hardest one to accept, given; one Minotaurs tend to live deeper underground and Orcs closer to or on the surface for raids on human settlements.

Also the Orc entry in the Bestiary has the line "Lacking the patience for farming and only able to shepherd the most robust and self-sufficient animals, orcs almost always find it easier to take what someone else has built than to create things themselves." Now I'm not sure how self-sufficient cows are....
If the other was a Half-orc, it lightens this line as they do have more of the patience for farming

That and given both Minotaur and Orc race's more evil mindsets, you were likely not made in love, but are a b4stard left to one parent.
Or
are a Lab experiment that was abandoned then found by someone and adopted into a family.


Half-minotaurs are generally made as a result of magical cross breeding experiments.

Taking the Large size one will have a few impacts,

The Large version one has a cost of 7 PB not 5 PB, which means one of the 11's is reverting back to a 9 again if taken.
I also forgot the -4 size penalty to stealth.
Now there is a Dynamic size varying Intimidate bonus, based on THE SIZE of WHO you are attempting to intimidate compared to yours.

Also your character has a min height of 8 feet tall being size Large.
Which has a lot more impacts then one ever thinks about meaning;

One being the ability to move about in buildings and ruins.
Weapon options are more limited in corridors, (though horns will hardly be an issue)
The need to follow the squeezing rules that will come up more frequently for the larger character.
Human sized ropes for Climbing, will likely not be able to handle the weight of a large creature.
All gear costs 2x as much

The Inns and Taverns and other buildings likely don't have 8ft tall doorways, which means;
ducking through every doorway unless it is for a large humanoid
you head hitting the ceiling, and with your horns adding over the 8ft, your going to be damaging someone's ceiling.
No beds in the local inns, you'd likely only get a sleeping spot in a Barn or Stable.

---------------------

Notes from Audit:
Fear of Fire is Not a Listed Flaw from the OP, so no BOGO feats from it.
Intimidating Prowess does not count as a general Skill feat for BOGO, as it is a Combat Feat.
Can't take Lightning Reflexes and Iron Will, limited to one per BOGO category.


Giving both size versions of the Half-minotaur,
and both have reactions from NPCs of a similar nature..

Half-Minotaur(Medium):

Half-Minotaur:
RQ: Base Race Medium Sized
NA: +2
Nat Atk; Horn (Male) or Hooves (Female)
Darkvision 60t
Minotaur Cunning
Scent
+2 Perception
*Stats(M): +4 STR, +2CON, -2INT

Half-Minotaur(Large):

Half-Minotaur:
RQ: Base Race Medium Sized
NA: +4
Nat Atk; Horn (Male) or Hooves (Female)
Darkvision 60t
Minotaur Cunning
Scent
+2 Perception
Land Speed +10ft
*Stats(L): +8 STR, +4CON, -2INT, -2 DEX

Half-Frostfolk:

Half-Frost:
NA: +1
Light Armour Proficency,
Battle Axe Proficency,
Cold Endurance

Weakness: Weak to Heat

FrostFolk Heritance: 5 Options
Stats: +2 STR, +2DEX +2 CON

Inheritance options:

  • FrostFolk Sight: Gain Darkvision 60ft and constantly under the effect of SnowSight as a extrodinary ability.

  • FrostFolk Resistance: You gain +5 cold resistance until 10HD where it becomes +10 cold resistance.
    (When Taking Improved Cold Endurance (ICE) This resistance is not added before taking it, so Max ICE is 3 max)

  • FrostFolk Subtype: You gain the cold subtype, gaining immunity to cold and vunerability to fire.

  • FrostFolk Skill: You gain a +2 to Perception, stealth and survival checks, these double when in a frostfell environment.

  • FrostFolk Frostfell Weapons: Gain Martial weapon Proficency with 3 exotic frostfell weapons.


  • You fumbled on the stats Rolled as you didn't read the file as you can't have stats that high at the start without the rest being in the negative.
    It requires that each stat rolled be done one at a time with this system as you need to look up the next roll.

    20PB start
    S1: 2d4 + 10 ⇒ (1, 4) + 10 = 15 20 - 7 = 13 PB Left
    S2: 1d8 + 10 ⇒ (2) + 10 = 12 13 - 2 = 11 PB Left
    S3: 1d6 - 1d3 + 10 ⇒ (4) - (2) + 10 = 12 11 - 2 = 9 PB Left
    S4: 1d6 - 1d3 + 10 ⇒ (2) - (1) + 10 = 11 9 - 1 = 8 PB Left
    S5: 1d6 - 1d3 + 10 ⇒ (1) - (2) + 10 = 9 8 + 1 = 9 PB Left

    9 left, pay for a 15, have 2 left, bump the 9 to an 11.

    Stat Array: 15,12,12,11,11,15

    And I'll reveal the Half-minotaur as it is Modded, Though which size, Medium or Large?


    Yeah, it is hard to cut the weight, even Sorcerers and Monks need around 12 STR just to carry their gear.

    Anyone in light armour, needs like a STR of 14 as a minimum to carry all their gear.

    And it seems we have a face that can convince anyone they are their friend as long as they are honest about it...
    Which is good as some folks might confuse you with a tiefling....


    Ah, that is correct.

    The BOGO is fine, I just found it odd that so far Every complete submission has Iron Will.
    Just thought you'd use the BOGO to Boost your Fort Save...


    @Dajck

    I've gone over the character and it looks all correct, except for HP, it's 10 because of the -1 CON mod.

    -------------------------------------------------

    Everyone also seems to have taken Iron Will as part of their BOGO.


    Current Submissions

    LG Half-Orc Monk
    LG Nymph-Touched Elf Paladin
    ?LG? Draconic ? Paladin/Cleric?
    NG ???? - ?? Paragon
    There is a reason I wrote things as I did...

    Might need to toss in a NPC, or make a special magic item only for this adventure to make sure everyone lives, given what is planned...

    should update this part since some templates have been taken

    Templates available:

    * Celestial (2 PB, Limit: 2/2)

    * Fey-Touched Creature (2 PB, Limit: 2/2)

    * Fiendish (2 PB, Limit: 2/2)

    * Half-Satyr (3 PB, Limit: 2/2)

    * Half-Ogre (4/5 PB, Limit: 1/1)
    There is Medium and Large Size versions

    * Draconic (5 PB, Limit: 1/2)

    * Feral (5 PB, Limit: 0/1)

    * Fey Creature (5 PB, Limit: 1/1)

    * Nymph-Touched (5 PB, Limit: 0/1)

    * Half-FrostFolk (5 PB, Limit: 1/2)

    * Half-Minotaur (5/7 PB, Limit: 1/1)
    There is Medium and Large Size versions


    If Ruisxys has been alive for 128 years, in a class that requires training done in the civilized side. Yeah, she'd learn the saying "beauty can be a curse to women", as beauty does attract attention, both good and bad.

    I remember that line from the 1956 Movie, one that still gets played on TV every year.

    Fully part is your kind doing what I was doing with my submission which is a stereo typical dumb Barbarian/fighter, but one with a VERY high will save. She also has some Nymph blood.


    wow, two paladins,
    you mentioned cleric well, there is a cleric variant that is open only with the Draconic template,
    One that has interesting effects with the Channel class feature.
    Like setting up 10ft walls of fire, and one effect turning elemental damage into healing.....

    For wings there is a 1st level only feat called Dragon Wings that don't allow flight, but do give a glide speed and a safety net from heights.
    Flight would require the Improved Dragon Wings feat.

    Rolls for akododani (20)
    R1: 2d4 + 10 ⇒ (2, 4) + 10 = 16 10
    R2: 1d6 - 1d3 + 10 ⇒ (2) - (3) + 10 = 9 11
    R3: 1d6 - 1d3 + 10 ⇒ (5) - (1) + 10 = 14 6
    R4: 1d6 - 1d6 + 10 ⇒ (5) - (5) + 10 = 10 6
    R5: 1d6 - 1d6 + 10 ⇒ (4) - (4) + 10 = 10 6
    6th 14, 1 point left bumping 9 to 10
    So stats are (sorted)
    10,10,10,14,14,16

    Dragon Wings Feat:

    DRAGON WINGS
    Your draconic ancestry manifests as a pair of wings that
    aid your jumps and allow you to glide.
    Prerequisites: Dragonblood subtype, 1st level only.
    Benefit: You have wings that aid your jumps, granting
    a +10 racial bonus on Jump checks.
    In addition, you can use your wings to glide, negating
    damage from a fall from any height and allowing 20 feet
    of forward travel for every 5 feet of descent. You glide at a
    speed of 30 feet with average maneuverability. Even if your
    maneuverability improves, you can’t hover while gliding.
    You can’t glide while carrying a medium or heavy load.
    If you become unconscious or helpless while in mid-
    air, your wings naturally unfurl, and powerful ligaments
    stiffen them. You
    descend in a tight
    corkscrew and take
    only 1d6 points of
    falling damage, no
    matter what the actual
    distance of the fall.
    Special: Unlike most
    feats, this feat must be taken
    at 1st level, during character
    creation.


    Given the sudden spike,

    I'll keep the recruitment open for the Week end for any more interest or submissions.

    I'll close it on a North American Monday Night.


    @Qunnessaa

    GemCollector is an invalid trait, from an invalid source.

    Available traits are in the link provided in the OP

    Nymph-Touched Template:

    Fey BloodLine (Count as Fey for Enchantments, not humanoid, and can use Fey items)
    Low-Light Vision
    skills: +1 Bluff, Diplomacy, Perception, Sense Motive, Stealth and Swim
    Dual-Minded
    Swim: 10ft
    Stats: +2 DEX, +2WIS, +2 CHA

    @akododani

    Templates are added On Top of a base race like Human.
    It was made during the D&D's 3.X era and I updated it for Pathfinder.

    Draconic Template:

    Dragon Blood Subtype
    Darkvision 60ft
    Low-Light Vision
    NA: +1
    Atk: Either; Claws (1d3) or Improved Unarmed Strike
    +4 vs Sleep and Paralysis
    Stats: +2 STR, +2 CON, +2 CHA


    When you pick up a BOGO Feat, you get to take another BOGO feat for free.
    So by taking Combat Reflex, you can pick up Iron Will since it is also a BOGO feat

    For the traits, subbing a faith for a social....
    guess it'll depend on the faith trait.

    Taking a template has the points are docked before the rolls.

    The Fey-touched template is up in the archive.

    Nymph-touched is home-brew, so I'll put it up tomorrow.


    Keeping to the PF version on this,
    it didn't have the finesse property listed to give exception like the Elven Curve Blade, so no weapon finesse.


    it's a two handed weapon, so no


    I'll allow the exotic weapon


    Sure

    Yeah, two stats below 10 can be a bit of a pickle with a MAD class like Monk.

    Though I was intrigued with what the character could be given that racial trait....

    Templates are open at the cost of some PB, and templates are rarely given as a player option in games.


    Yeah, it was slightly buried, so I was gonna let the first hiccup slide some.

    But yeah, Pick Stat Method, Class and Race(Core, Gambled feature/uncommon, or Template) in one pop for the submission.


    You can re-roll, or Knock the 15 to a 14 to get that 7 to an 8.


    Storyteller Shadow wrote:
    Dot, not sure I'll have time to create a character by that submission deadline, we shall see.

    If you need more time, I can give an extension for submission.


    Djack wrote:

    Let's see: 25 PB

    [Dice=Roll 1]2d3+12 so... 25 - 7 = 18 PB
    [Dice=Roll 2]1d8+10 so... 18 - 10 = 8 PB
    [Dice=Roll 3]1d6-1d3+10 so... 8 - 3 = 5 PB
    [Dice=Roll 4]1d6-1d6+10 so... 5 + 1 = 6 PB
    [Dice=Roll 5]1d6-1d6+10 so... 6 + 6 = 12 PB

    12 PB = 16 with 2 left over, bringing Roll 5 up to a 7.

    15, 16, 13, 9, 7, 16 = 25 PB

    Spot on you got the usage right, but need to have that 7 as an 8 at a min or the race you picked boosts that 7 into a 9. As Stats need to be Above 8 Post-Racial Adjustments

    Also class has to be picked with the Stat Gen Method, as it is part of the gamble with the stats.


    I'm planning on running a Little prequel adventure for those with interest in The Sunless Citadel Adventure, I've already chatted with Coffee Dragon and he likes them, but may change them when he runs the real McCoy of the adventure for the players.

    I warn you now, this mini home-made adventure will be short, but also harkening back to Old School D&D. GT
    So You'll want some brains to think, as not everything will be as it seems.
    But also expect some hijinx to be played out.

    There will be No looting corpses or XP, but at the end 500 GP worth of Equipment, or a chance to trade in your gear for upgraded stuff before the main event.

    Coffee will also be able to observe which players he'd like to take in as I'm running a Larger party then what Coffee Dragon is planning on running.
    Which I know will suck if more then planned meshes well together, but things are what they are.

    Character creation here will be varying degrees of Simple Freedom or Ordered Chaos (like in some of my previous games)
    You can choose which path you want, and when you gamble the results are the results.

    Initiative System used: Us Vs Them

    Maps: One main room(s) map that will be attempted to be updated so you can track the rooms you go through.

    Player Posting Rate: Please aim for atleast posting once every day or two....

    Party Size: Taking between 7-10 characters.

    -

    I will also audit the characters to make sure they match the CC rules.
    So please list the BOGO feats together, along with any flaws taken, and make it easy to see the math.
    Template for those that need an starting point for their character sheet.

    -

    Character Submissions: only One at a time, and changes require notice if taking certain options.

    Stats: Choose one (Simple Freedom, or Ordered Chaos), once choice made it is stuck for the submission

    Point_Buy: 20 PB, (Stats Min 10, Max 16 Pre-racial)

    Or

    New Hybrid PointBuy_Dice System at 25 PB (Stats: Min 8, Max 22 Post-racial)
    (If templates being used PB will be reduced as noted Below)
    (Since it is one that folks tend to have a hard time with due to the need for constant looking up of tables to find which dice to throw,
    I'll roll the stats with the system, and here is the link to the system for transparency of tables and it's rules)

    Traits: 3 (One Social* and One Regional, Last one is either Combat, Faith, Race or Religion, No Drawbacks.
    *If going for Rich Parents come up with a really darn good backstory that explains Everything, The source of the money and HOW + WHY they are adventuring.
    Traits Limited to Ultimate Campaign as Listed
    Social and Regional traits will help build character backstory.

    Classes allowed: Core Rule Book + Alchemist, Oracle, Ninja (And 3.5 Racial Paragons for the Core Races and Half-Frostfolk, I'll get to posting them as needed)
    -> One Class Change (Fighters get 4 Skill points, not 2)
    (Unchained Classes: No) Class must be picked and selected when choosing stat method above and if Using a template as listed below.
    Changing the class will count as a change in submission with it's impacts as mentioned with the templates below.

    Level: 1

    Archetypes sources Allowed: APG only

    Races: Core (can use Non-core traits, but limited to 2 non-core racial traits)

    Non-Core races require gambling your Race with only 1 chance.
    Pick 3 Core races and one Featured or Uncommon Race (As listed in the ARG) and Put the first 3 Core races in order from 1-3, the Non-Core will be 4 and The GM rolls the 1d4 that decides the race
    It's result will be the race used for the character.

    Or

    Pick a core race and at the Cost of X worth of PB of one's Stats you can select template Listed Below (Template data will be dumped on request to avoid confusion of what it gives)
    But since creatures with templates are rare, there will also be a Limit to the number of submissions that can use any one template.
    No more then 1 or 2 character submissions can use a template; First Come, First Served.
    Changing your Character Submission will release from you, the template taken putting it up for grabs for 24 Hours for someone else to grab it if they want it.
    If the template is taken and not replaced by one with same or less PB cost, you'll be refunded the PB cost left for upgrading your stats.

    (Taking a template may cause interaction reactions from the NPCs will have other normal and RP effects from the template when I give the dump
    As A good way to make a racial variant of a Aasimar or Tiefling that is closer to the base race.)

    Templates:

    * Celestial (2 PB, Limit: 2/2)

    * Fey-Touched Creature (2 PB, Limit: 2/2)

    * Fiendish (2 PB, Limit: 2/2)

    * Half-Satyr (3 PB, Limit: 2/2)

    * Half-Ogre (4/5 PB, Limit: 1/1)
    There is Medium and Large Size versions

    * Draconic (5 PB, Limit: 2/2)

    * Feral (5 PB, Limit: 1/1)

    * Fey Creature (5 PB, Limit: 1/1)

    * Nymph-Touched (5 PB, Limit: 1/1)

    * Half-FrostFolk (5 PB, Limit: 2/2)

    * Half-Minotaur (5/7 PB, Limit: 1/1)
    There is Medium and Large Size versions
    -----------------------------------------

    Non-Core Race trait sources: Full Archive*
    *Can take up to two, (one to one, many to one), or one (one to Many)

    Alignment: Non-Evil

    Background Skills: Yes (But one has to be; profession(), perform(), or craft())
    ** I recommend having at least one or two knowledge skills if you can afford the skill points, you'd be surprised at how helpful they can be.

    Starting Cash: Average for the Class

    Starting HP: Max 1st level (HD + CON_MOD) , (1/2 HD + 1 + CON_MOD for following levels)

    Feats, Spells and Class options allowed: CRB, Advanced Players Guide (Feats only; Races of the Dragon for Draconic Characters, Frostburn for Half-frost or northern characters)
    I recommend using the Legacy PRD for looking up stuff you'd like to use
    As it is sorted by book, which makes it easier to check that it is a valid option.

    Equipment Sources: CRB, Advanced Players Guide, Arms and Equipment (Weapons only with no PF version existing) Frostburn (if playing a Northern Character)

    Feat Changes: since some feat never see use now a days.
    Power Attack and Combat Expertise are free if you have the requirements met,
    and to make it easier to get the combat maneauver feats that are hardly taken.

    Combat reflexes will augment both; Deflect arrows and Snatch arrow feats, such that you can do so each round equal to Dex mod + 1, if you have Combat Reflexes

    Certain feats will be BOGO (Buy One, Get One free), Only for the first level, and can't be swapped with retraining
    (Half-elf trait Adaptibilty and Human Bonus Feat or racial traits that give a BOGO will not count for BOGO usage, nor will combat feats as Fighter bonus feats)

    BOGO list (Can only take one per point if multiple choices (i.e can't take two; profs, skill or save feats), ignore requirements, unless stated)

    BOGO:

    * Exotic Weapon Prof or other prof feats (weapons or armour), Can take Exotic weapons from D&D 3.X's Arms and Equipment Guide (as long as there is not a PF version).
    * Skill feats (i.e. alertness, Stealthy, skill focus) (Half-elf trait Adaptibilty will not count for BOGO)
    * Save Feats (Great Fort, Lightning Refelxes, Iron Will)
    * "Improved" Combat Manuever feats (Improved Grapple requires Improved Unarmed Strike)
    * Improved Unarmed Strike (Good for the characters that tend to start Bar fights)
    * Deflect arrows (Requires Improved Unarmed Strike)
    * Snatch Arrow (Requires Deflect Arrows)
    * Combat Reflexes
    * Cunning
    * Endurance
    * Cold Endurance (for Northern Characters / FrostBurn)
    * Improved Cold Endurance (requires Cold Endurance, for Northern Characters / FrostBurn)
    * Heat Endurance (for Desert Characters / SandStorm)
    * Improved Heat Endurance (requires Heat Endurance, for Desert Characters / SandStorm)
    * Toughness (only one that can be taken upto twice as BOGO)
    * Additional Traits

    -----------------------------------------

    FLAWS:
    Flaws can really flesh out a character and give them some character and something realistic about them.
    So I'll allow Players to take ONE or TWO Flaws (2nd Flaw should really have an direct inpact on character) to pick up one pair of BOGO feats above for each flaw as listed below.
    And I'd like to see a variety in the flaws taken if folks pick them up.

    If you opt not to pick up a flaw, then I ask that you give the character a fear that is impactful (No, I'm a fear coconuts on a tuesday while I am in the tundra kinda crap) and or
    a complex or something they are sensitive about that if mentioned by someone may cause a reaction (like; anger, embarassment, crying, downing a bottle of Vodka) from them.
    And No BOGO Feats taken can counter a Flaw, i.e No Meager Fortitude and taking Great Fort to counter it at first level where BOGO is in effect.
    This means if you take Meager Fortitude, and you regret the flaw, you'll need to suck it up until 5th level to pick up Great Fort without BOGO in effect.
    Another example is Vulnerable, can't take Dodge or ANY other AC boosting feats (other then Armour Profs those are valid, since you buy the armour) until 5th level.

    List of Flaws:

    * Ditzy (-2 to All Int Checks and Skills, Can't take the feat Breadth of Experience, INT 10+)

    * Feeble (-2 to ALL STR and DEX Checks and Skills)

    * Inattentive (-4 Perception and Sense Motive)

    * Meager Fortitude (-3 Fortitude Save)

    * Non-Combatant (-2 Melee Attack)

    * Poor Reflexes (-3 Reflex Save)

    * Shaky (-2 Ranged Attack)

    * Slow (Base Land Speed Halved)

    * Vulnerable (-1 to AC (Applies to All 3; Full, Touch, Flat-Foot))

    * Weak Will (-3 Will Save)
    -----------------------------------------

    Recruitment thread closes July 11th or sooner


    There are discord groups and Channels for, what your asking for.
    Even companies making VTTs like Brave Alice Games might have a discord channel of "looking for group"

    On these boards it is pretty much 99% PBP.


    This is a PF 1E Bazaar, please make a new Bazaar thread for PF 2e


    No, no games took off sadly.


    fatmanspencer wrote:

    ...

    With that said, I gm something, and y'all play, and you gm something and the rest of us play?

    That is the pretty much the deal.

    Though I have found thou experience, that not all GMs have the mental fortitude to GM an entire AP
    (raises hand, only reached the end of the first book of an AP once, I believe).
    So that is why I picked a smaller and more manageable length of adventures for folks so everyone has a more manageable length of time as GM.
    As being a GM can be a more a burden for some GMs then others in they might add more details and twists then what is present.


    I don't have a 2e Market place setup, though you could start the 2e one using the 1e one as a template.
    As I have zero interest in 2e, after reading the 2e playtest.

    Just follow the KISS principle for CC rules to keep the munchkins out.
    Like the only books allowed are the 2nd Ed CRB and APG only.


    Aeshuura wrote:
    I am running four games already and want to be a player for a bit. ^_^

    Yep a Forever GM, if you want to play

    Why don't you drop by the Bazaar.

    The market place has only just started ....


    1 person marked this as a favorite.
    GuardYourPrivates wrote:
    It is a shame to not see kobold on the proposed racial list. To allow tieflings and dhamphir a place but not the noblest of races. Shame indeed.

    your right, I missed them since they are among the forgotten races, and they have some interesting racial options.

    I'll put them in the list and update it in the errata section at the top.


    Ironperenti wrote:

    Based on the ability to hand over to another GM, I see the use of the single set of rules. Along with the options, what about further limits such as striking fighters from available classes? It would keep a GM from adding a bunch of stuff others may not want to add but would allow for tailoring down.

    ...

    I just realized another benefit of the standardized CC rules,

    it can allow for partially ready characters of your character concepts and get most of the basics in and ready, only needing to add levels and anything missing for the adventure they do into.


    Looks like we have a 2E group starting to form.


    It'll be up to the groups and the GMs on how to run them.

    This is just the market place, helping to connect merchants with clients and standardising the currencies and exchange.


    Violant wrote:

    With the amount of campaigns I'm in right now, probably won't participate in this, sadly.

    Also, isn't 2e built around not allowing the game-breaking interactions that munchkins so heavily rely on?

    Anything made by man can be destroyed by man,

    so no game system can ever be munchkin proof, only at best munchkin resistant, and butting limits in a resistant system means you really hurt the munchkin's broken builds.


    TechnoDM wrote:

    ...

    I don't understand limiting 2e to the first two hardcover books, since everything is online, and fellow GMs would understand if a GM is unclear on a concept, and would offer to help a fellow GM improve. I know with some other groups I'm in (majority face-to-face) discussions can ensue -- as long as everyone agrees to Rule 0.

    there are many Reasons, following the KISS principle (Keep it Simple Silly), more books, more content, more complexity.

    Even if everything is Online, the problem is there is information and content tracking that some can't keep track of or understand.
    Furthermore the content limiting really limits the Munchkins from ruining games and making it not fun for the GMs, especially the new GMs.


    You don't need any of the books another GM lists, you have to have your own list of what you offer.

    As I didn't list Tower of the Last Baron on offer, since I know it is a module that requires a certain mindset to be in as a player, though I would enjoy it as a player.

    ---

    I don't have any 2nd Ed books, though did buy the playtest, which turned me off from 2nd ed very quickly.

    For PF 2e, it would be restricted to the first 2 Hardcover books, so 2nd Ed CRB and 2nd ed APG. It should follow the Background development method presented as it is logical to background development, instead of Point-buy.

    The limit of the two books is for the KISS principle


    A Bazaar (Market place) for Pathfinder 1E games has opened, all are welcome.
    But you must pay the exchange fee to play.


    Ironperenti wrote:

    Based on the ability to hand over to another GM, I see the use of the single set of rules. Along with the options, what about further limits such as striking fighters from available classes? It would keep a GM from adding a bunch of stuff others may not want to add but would allow for tailoring down.

    What's your thought on how the games work? Simultaneous or switching off?

    Love the link to the older reference document. It's awesome how it is broken out by book.

    If striking fighters is referring to fighters with the vital strike feat, they can't take it as vital strike is in Ultimate Combat, and not in the APG.

    --------

    I see a few errors in the CC or missing items of note from the CC rules,
    I'll update it it later today.


    Ironperenti wrote:

    Based on the ability to hand over to another GM, I see the use of the single set of rules. Along with the options, what about further limits such as striking fighters from available classes? It would keep a GM from adding a bunch of stuff others may not want to add but would allow for tailoring down.

    What's your thought on how the games work? Simultaneous or switching off?

    Love the link to the older reference document. It's awesome how it is broken out by book.

    I don't understand the question "what about further limits such as striking fighters from available classes?" could you re-phrase it. If it is for removal of a whole class, no. If it is in the CRB it is cleared to go. It is easier to restrict at the start and allow later, then to allow at the start and deny it later.

    The initial intent was when a group is ready all the games are run in parallel, this ensures payment is given for playing as a player was the intention. Though if the group wants they can do hand-off and make it a form of Adventure path with a character or whole party rotating in and out, the standardize character creation rules does help out in a module rotation within the group, which I did not think of. The only troublesome option is the automatic bonus progression if one GM uses it and another not as it'll impact gear which can be an annoyance to change, so the group should decide before hand which setting for automatic bonus progression if doing a rotation of games with the same characters.

    Yeah I figured it would be a good thing to refer to the older reference document since it is broken down by book, so a quicker and more accurate way to tell if it is within the allowed sources.


    read the details in the project,

    anyone who gives a shot at GMing, that is good enough to start being a GM and learning to be a better GM


    Project Bazaar Launched.

    Are all Veteran GMs for games in the Bazaar from this thread
    Giant Halfling
    KyleS
    Ironperenti
    Kittenmancer
    Violant
    rdknight
    Mokmurian the Great


    I'm offering to run

    Hangmans-Noose
    Revenge-of-the-Kobold-King (It's part of a Mini-AP)
    Feast-of-Ravenmoor
    Gallery-of-Evil


    1 person marked this as a favorite.

    Project Bazaar: The Give and Take. A market place for GMs and Players

    We have many who wish to be players including Forever GMs and not enough games,
    and generally Forever GMs get screwed when applying for games as players.
    But how to solve this issue, simple, Make more games and encourage GMing.

    If you know a forever GM looking to be a player again, point them to this Bazaar.

    Since this is a Bazaar (a Market Place), everyone will be paying the price of entry and the exchange.
    Here Modules/Adventures and Characters are the currency of exchange in this Bazaar.
    So EVERYONE has to RUN an adventure or Modules as GM to be able to play in ANY game in this market place.

    Now how will it be setup, Each Player offers a choice of 3-5 modules (I've provided a list below for quick reference) and runs 1 of them.

    Now for veteran GMs and Forever GMs, they can make a group and each one runs one of the Modules they offered and has the others in their game as Players.
    This means a group of 3 GMs will have 3 games, each one being a GM in one and a player in 2, or even
    5 GMs running 5 games, each one running 1 game as GM, and in the other 4 as a player.
    Effectively the bigger the group of GMs together the more games they will immediately get in.
    They'll use the Veteran and 4Ever GM character creation rules

    GMs look at what other GMs are offering and ask if they have something they like on offer. If yes, it starts a group that others can join if they have offers they like, so offering more choice means better chances of getting into a bigger group with a bigger game play pay off. When the group feels they are big enough the players vote on the modules on offer from each GM, the GM offering can break the tie if there is one.

    For those that have not GMed before, you'll have to offer a choice of 2-3 modules (I've provided a list below) and run one of them in a public open recruitment.
    I recommend them use the New GM character creation rules to avoid complexity and many other issues.
    A GM that joins your game has to let you into a game THEY RUN, either an old one or a new one for the new GM (this can be open recruitment using any CC rules).

    Now some Character's or groups would like to continue after the module, but the GM is not feeling it, so All characters will follow the Character creation RULES to make a standard character currency with some choice flexibility for easy character transition to a new GM or adventure, kinda like PFS.
    Now While it does not offer everything in the Pathfinder library, it is to follow the KISS principle (Keep it Simple Silly) while allowing access to some forgotten gems and content and also allow those trying to be a GM to have something to follow and NOT be overwhelmed from content and options.

    System - Pathfinder 1e
    Online sources Path Finder Reference Document by Book and Archives of Nethys

    Veteran GM and Forever GM Character creation rules for their games:

    Stats: 20-point Buy (No stat Below 8 both Post racial, no stat higher then 16 pre-racial.)

    Traits: 3 (All those Available on the archive, 4th with drawback)

    Source Books: CRB, APG, ARG (for racial traits and feats) + Ultimate Equipment and the "Blood of" Series, and "Champion of" Series of companion books.
    Anything with Guns are Banned
    Is 3PP or 3.5 material allowed: No Psionics/Occult and
    D&D 3.5 ("Races of" Series, "Complete" Series, Fiendish Codex series and Frostburn) (3.5 Spells require GM clearing)

    Archetypes: Limited to APG only

    Classes allowed: CRB and APG only (Banned:Summoners) and ]Monster Classes
    PrCs: CRB + APG, and * 3.5 "Complete" Series (Work with GM to update Complete PrC to PF, and keep an open record of it)

    Races Allowed: Core + Assimar, Tiefling, Changeling, Dhampir, Suli and ]Monster Classes.
    Racial Templates: Allowed, But White List Controlled, allowed up to 2 templates whose value does not exceed limit,
    LA limits: LA +1 Level 3 or less, LA +2, level 4-6, LA +3, level 7+.
    3.5 Templates may have it's LA reduced by 1, but will be a minimum of +1
    If a Class and **Template combination are in opposition (Like a Half-Nymph Fighter) Reduce the LA by 1, and Min LA of +1
    **Templates with a near even level of stats can't be reduced, ie Advanced, Half-Celestial and Half-fiend, though specific Half-fiends may qualify for reduction with certain classes **

    Anything listed optional is controlled by GM running the game

    Background Skills: YES

    Elephant in the Room: OPTIONAL

    Automatic Bonus Progression: OPTIONAL

    Fractional Base Bonuses: OPTIONAL

    Alignments: Non-Evil

    Starting Level: ?

    Starting Cash: ? Will be modified by Automatic Bonus Progression if used

    Starting HP: First level Max then (1/2 die + 1 + Con) per level.
    OR a System I've been working on that Fixes the Combat Slowdown at higher levels.

    Fluff/Favor text: Add a backstory or as a group build the backstory of the characters working together.
    To add depth I recommend adding at least one fear or character complex the character has.
    Can also include some character relationship information with either NPCs or PCs

    List of Templates (LA Value)
    I'll post the 3.5 ones on request

    Fey-Touched Creature (+0/+1)
    Fiendish (+0/+1)
    Celestial (+0/+1)
    Draconic (+1) (3.5 version)
    Half-FrostFolk (+1) (3.5 version)
    Feral (+1) (3.5 version, will be modified)
    Giant(+1)
    Fey Creature (+1/+2)
    Half-fiend (or specific Half-fiend) (+2/3)
    Half-Celestial (+2)
    Half-Minotaur (+2 -1) (3.5 version)
    Half-Janni (+2 -1) (3.5 version)
    Advanced (+2)
    Half-Nymph (+2/3 -1) (3.5 version)
    Half-Dragon (+3 -1) (3.5 version)

    List of Monster Classes
    Link to store
    I'll extract the ones from a Beta version, if no official release
    Evil outsiders listed will be redeemed, so some minor changes

    Hill Giant
    Satyr
    Minotaur
    Nymph
    Huldra
    Erinyes
    Succubus / Incubus
    Angel, Movanic Deva.

    Recommended New GM Character creation rules for their games (Following the KISS principle here):

    Stats: 20-point Buy (No stat Below 8 both Post racial, no stat higher then 16 pre-racial.)

    Traits: 3 (All those Available on the archive)

    Source Books: CRB, APG, ARG (for racial traits and feats) + Ultimate Equipment and the Blood of Series, and Champion of Series of companion books.
    Anything with Guns are Banned
    Is 3PP or 3.5 material allowed: NO, NONE OF IT

    Archetypes: Limited to APG only

    Classes allowed: CRB and APG only (Banned:Summoners)
    PrCs: CRB + APG, and * 3.5 "Complete" Series (Work with GM to update Complete PrC to PF, and keep an open record of it)

    Races Allowed: Core + Assimar, Tiefling, Changeling, Dhampir, Suli

    Background Skills: YES

    Elephant in the Room: NO

    Automatic Bonus Progression: NO

    Fractional Base Bonuses: NO

    Alignments: Non-Evil

    Starting Level: ?

    Starting Cash: 1st level average or wealth by level

    Starting HP: First level Max then (1/2 die + 1 + Con) per level.

    Fluff/Favor text: Add a backstory or as a group build the backstory of the characters working together.
    To add depth I recommend adding at least one fear or character complex the character has.
    Can also include some character relationship information with either NPCs or PCs

    -----------------------

    For modules there are many of them and if your up for it, you could offer to run a AP instead of a module.

    Modules List and Links:

    GameMastery Modules

    PF 1e Modules

    PF 1e APs
    Though there are also the 3 Original APs from 3.5 as well, like Shackled City

    Adventure a Week Modules and Mini-APs

    Official D&D 3.X Modules List
    3.X modules store

    Free Modules for the Newbies
    Hollows-Last-Hope (part of Mini-AP)
    Revenge-of-the-Kobold-King (part of Mini-AP)
    Master-of-the-Fallen-Fortress
    Risen-from-the-Sands

    Not free, but a good starter for newbies
    Gallows-of-Madness
    Crypt-of-the-Everflame (part of Mini-AP)

    To pay the entry fee into the Bazaar, you should list your offerings like I'll do below.


    Project Bazaar will be Launching shortly, doing a few checks for clarity.

    Though some folks might not like the exchange and shackles within


    Random Roll: 1d100 ⇒ 54

    Nothing to See here folks

    The party can get to know more about each other and Selen Allistrand....

    if everything is true about everyone, Grin


    with the gathered food two batches of soup where able to be made with the small pot on the first and is not bad.


    Hmm, let's see if we can increase the options;
    perception+Survival checks, perception+Know(Nature)

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