![]()
![]()
![]() 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,
The half-frostfolk weakness Weak to Heat adjusts the warmer temperature bands meaning in temperatures that most characters find warm and comfy,
Frostburn has an entry on full blooded Frostfolk, and given the inheritance options for half-frostfolk most have a frostfolk father,
![]()
![]() Current Submissions LG Half-Orc Monk
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)
* 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)
![]()
![]() 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....
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
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....
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.
![]()
![]() 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.
Also your character has a min height of 8 feet tall being size Large.
One being the ability to move about in buildings and ruins.
The Inns and Taverns and other buildings likely don't have 8ft tall doorways, which means;
--------------------- Notes from Audit:
![]()
![]() Giving both size versions of the Half-minotaur,
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
Inheritance options:
(When Taking Improved Cold Endurance (ICE) This resistance is not added before taking it, so Max ICE is 3 max) ![]()
![]() 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.
20PB start
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...
![]()
![]() Current Submissions LG Half-Orc Monk
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)
* 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)
![]()
![]() 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,
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.
Rolls for akododani (20)
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. ![]()
![]() @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.
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.
For the traits, subbing a faith for a social....
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. ![]()
![]() Djack wrote:
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
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.
Character creation here will be varying degrees of Simple Freedom or Ordered Chaos (like in some of my previous games)
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.
- 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)
Traits: 3 (One Social* and One Regional, Last one is either Combat, Faith, Race or Religion, No Drawbacks.
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)
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.
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)
(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
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)
* 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)
Non-Core Race trait sources: Full Archive*
Alignment: Non-Evil Background Skills: Yes (But one has to be; profession(), perform(), or craft())
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)
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.
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
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:
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
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.
On these boards it is pretty much 99% PBP. ![]()
![]() fatmanspencer wrote:
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
![]()
![]() 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 .... ![]()
![]() 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:
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.![]()
![]() Violant wrote:
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:
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.
![]()
![]() Ironperenti wrote:
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,
![]()
![]() Ironperenti wrote:
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. ![]()
![]()
![]() I'm offering to run Hangmans-Noose
![]()
![]() 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,
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.
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.
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.
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.
System - Pathfinder 1e
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.
Archetypes: Limited to APG only Classes allowed: CRB and APG only (Banned:Summoners) and ]Monster Classes
Races Allowed: Core + Assimar, Tiefling, Changeling, Dhampir, Suli and ]Monster 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.
Fluff/Favor text: Add a backstory or as a group build the backstory of the characters working together.
List of Templates (LA Value)
Fey-Touched Creature (+0/+1)
List of Monster Classes
Hill Giant
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.
Archetypes: Limited to APG only Classes allowed: CRB and APG only (Banned:Summoners)
Races Allowed: Core + Assimar, Tiefling, Changeling, Dhampir, Suli Background Skills: YES Automatic Bonus Progression: 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.
----------------------- 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 APs
Adventure a Week Modules and Mini-APs Official D&D 3.X Modules List
Free Modules for the Newbies
Not free, but a good starter for newbies
To pay the entry fee into the Bazaar, you should list your offerings like I'll do below.
|