About DM Papa.DRBCurrent games: (you can find them from Papa.DRB “Campaigns” tab) Rask Hammersong - Giantslayer (PF1: Chapter 2) Character Creation Rules for games I GM; Pathfinder 1st Edition:
Character stat creation: 25 point buy; All scores 10 or greater after racial adjustments. One Campaign trait from the Players Guide for the AP. One other trait, no drawbacks. Sources, Races, Classes allowed: Core Rule Book (CRB), Advanced Players Guide (APG) Maximum gold for 1st level. Maximum hit points all levels. Alignment. LG, NG preferred. CG, LN, TN, CN acceptable. NO Evil. . Modified Background Skills; Pathfinder 1st Edition: Two skill points per level from the following list: PbP rules & General notes: This is an Adventure Path. You must be willing to follow the campaign premise and plot.
A five person party will be selected. Minimum one from each of the following groups: Warrior, Divine, Arcane, Skill.
Mysterious Stranger post:
My approach to party roles is not based on what needs to be done rather than having a particular class or type of class. Bellow is what I consider the roles that need to be covered and what you need to do to cover the role. Many if not all characters will be able to cover more than one role. The roles are not in the order of importance as you will probably need someone to cover all the roles. Healing is one of the most misunderstood roles. Most people only worry about hp damage, but that is the easiest thing to deal with. Healer
Ranged Combat
Close Combat
Area Damage
Traps
Intelligence
Defensive Magic
Battle Field Control
Movement
Social
Common Elements I GM several games so keeping things consistent is important. The following are things I'd like all players in my games to do: Google translate languages for PbP:
Common: English Abyssal = Urdu Aklo = Telugu Ancient Osiriani = Lao Aquan = Tamil Auran = Armenian Azlanti = Greek Celestial = Arabic Draconic = Bengali Druidic = Irish Dwarven = Hebrew Elven = Welsh Erutaki = Finnish Giant = Latvian Gnoll = Indonesian Gnome = Hungarian Goblin = Maltese Halfling = Estonian Hallit = Russian Hongali = Albanian Ignan = Georgian Infernal = Persian Kelish = Catalan Minkalan = Japanese Necril = Khmer Orc = Czech Osiriani = Gujarati Polygot = Swahili Senzar = Macedonian Shae = Belarusian Shoanti = Croatian Skald = Icelandic Sylvan = Korean Taldane/Chelish = English Tengu = Filipino Terran = Yiddish Thassilonian = Kannada Tien = Chinese (traditional) Undercommon = Thai Varisian = Lithuanian Varki = Malay Vudrani = Hindi Alias Formatting Please look below for link to Damiel as an example of what I am looking for as alias formating. Quick Reference Bars Organize your quick reference bar - the 'Gender/Race/Classes/Levels' part of your alias (they display in that order if you need more room) - with the following format: Alignment Gender Race Class(es) Level(s) (HP xx AC xx T xx F xx; Saves F xx R xx W xx; CMB xx CMD xx; Init xx Perc xx)
If you have daily resource uses (ie. Bard performance, Spell points, Turning) please add them behind a spoiler. See Damiel as an example. Post Formatting "Spoken text should have quotes and be bolded."
Celestial:
"This is an example of Celestial." Combat Combat begins when I roll group initiative. During combat, the enemy's action is always the end of a given round. For example, let's say that there are three players, but only one of them beats the enemy's initiative. That player would act, then the enemy - and that's the end of Round 1. The party would act again, and everyone would treat it as Round 2, posting in any order before the enemy acts again. Except in very rare cases, enemies will always act together on their initiative. This is a game play change intended to speed up the pace of the game. General At the top of any post where as DM I have to make dice rolls, including character bot actions, or "oops" posted early and missed a buff or haste, as well as the "foes" actions, there is a spoiler labeled DM Rolls.
DM rolls:
[dice=?]d20;d4[/dice] You are more than welcome to look at this. I also have macros that roll group initiative, and group perception, labeled "Initiative" and "Perception". At the bottom of a combat post there usually a spoiler or two with the "foes" stats (HP, AC, Saves, Immunity, Resistance, DR, SR, etc) but not always, and not always all information (some things need to be kept secret). Look here and you can tell if your action affects your foes.
Dragon:
HP 285[324] AC 30 T10 F28; F17 R14 W12; DR10/good&lawful SR26 Immune: lots At the top of each page, there is a "Maps & Handouts" spoiler where I put links to, obviously, the Maps and Handouts used in that particular campaign. Also, while I roll 99% of rolls behind the DM Rolls spoiler, if there is something that I really, really, really don't want the players to know about, I have an html dice roller that I will use off line. Each player is expected to keep up the character alias so if I have to "bot" a character, all the information is contained there. I use a lot of spoilers:
Character Name:
Information for that character only, including sometimes save DCs Knowledge (something) DC xx:
If you roll the DC or greater, you can look and do what you will with the information. Automatic Bonus Progression (work in progress, not yet ready):
Automatic Bonus Progression In order to face the dangers of the game, characters in the Pathfinder RPG normally need items that grant bonuses to their statistics. With this variant, characters instead gain those bonuses automatically as they increase in level, allowing them to use magic item slots for more interesting items. All characters gain the abilities listed on the table below when they reach the appropriate level. Decrease character wealth by level to half the normal amount. The automatic bonuses are often more beneficial than that reduction in wealth, but characters have less flexibility, so the advantages and disadvantages balance out. Items that only grant bonuses to AC, saving throws, and ability scores don't exist in this variant, and wish and similar spells never grant inherent bonuses to ability scores. Magic weapons and armor do exist, but grant only special abilities, not enhancement bonuses; calculate their prices with the table below. If you want to remove magic items entirely (or make them so exceedingly rare that there is no expectation of finding them), consider giving the characters bonuses from the following table as if they were 2 levels higher. The table extends to 22nd level to account for games without magic items. Level Bonuses Gained 1st — 2nd — 3rd Resistance +1 4th Armor attunement +1, weapon attunement +1 5th Deflection +1 6th Mental prowess +2 7th Physical prowess +2 8th Armor attunement +1/+1, resistance +2, toughening +1, weapon attunement +1/+1 9th Armor attunement +2, weapon attunement +2 10th Deflection +2, resistance +3 11th Mental prowess +4 12th Physical prowess +4 13th Mental prowess +4/+2, physical prowess +4/+2, resistance +4, toughening +2 14th Armor attunement +2/+2 or +3, resistance +5, weapon attunement +2/+2 or +3 15th Armor attunement +3/+3 or +4, mental prowess +6/+2 or +4/+4, weapon attunement +3/+3 or +4 16th Deflection +3, physical prowess +6/+2 or +4/+4, toughening +3 17th Armor attunement +4/+3 or +5, deflection +4, mental prowess +6/+2/+2 or +4/+4/+2, physical prowess +6/+2/+2 or +4/+4/+2, toughening +4, weapon attunement +4/+3 or +5 18th Deflection +5, mental prowess +6/+4/+2 or +4/+4/+4, physical prowess +6/+4/+2 or +4/+4/+4, toughening +5 19th 3 legendary gifts 20th 5 legendary gifts (8 total) 21st 7 legendary gifts (15 total) 22nd 8 legendary gifts (23 total) Bonuses The entries below describe the bonuses characters gain. Armor Attunement The character can attune herself to one suit of armor or one shield in her possession; she can change that attunement once per day. If she selects a normal set of clothing as her armor, it counts as having a starting enhancement bonus of +0. The attuned suit of armor gains a +1 enhancement bonus at 4th level. At 8th level, she can split her attunement between a suit of armor and a shield, granting each a +1 enhancement bonus. At 9th level, she can grant a suit of armor or a shield a +2 enhancement bonus (instead of granting each a +1 enhancement bonus). At 14th level, she can either grant a suit of armor or a shield a +3 enhancement bonus or grant each a +2 enhancement bonus. At 15th level, she can either grant a suit of armor or a shield a +4 enhancement bonus or grant both a +3 enhancement bonus. At 17th level, she can either grant a suit of armor or a shield a +5 enhancement bonus or grant one a +4 enhancement bonus and the other a +3 enhancement bonus. Deflection The character gains a +1 deflection bonus to AC at 5th level; this bonus increases to +2 at 10th level, to +3 at 16th level, to +4 at 17th level, and to +5 at 18th level. Legendary Gifts The character gains three legendary gifts at 19th level and five more at 20th level. (If you're using the variant with no magic treasure, characters gain seven more legendary gifts when their effective level reaches 21 and eight more when it reaches 22.) Select these legendary gifts from the following list. Legendary Ability: Gain a +1 inherent bonus to any ability score. You can select this legendary gift multiple times, and it stacks up to +5 in any one ability score. Legendary Armor: Your enhancement bonus from armor attunement increases by 2. If you are attuned to a suit of armor and a shield, you can either increase both bonuses by 1 or increase one bonus by 2. The enhancement bonus on a single attuned item can't exceed +5, but you can use the excess to add special abilities to the armor or shield (see Magic Weapons and Armor). You can select this legendary gift multiple times; it stacks up to +10 on any one suit of armor or shield. Legendary Body: Increase your bonuses from physical prowess to +6/+6/+4. This counts as two legendary gifts. Legendary Body 2: Increase your bonuses from physical prowess to +6/+6/+6. You must already have legendary body to select this legendary gift. Legendary Mind: Increase your bonuses from mental prowess to +6/+6/+4. This counts as two legendary gifts. Legendary Mind 2: Increase your bonuses from mental prowess to +6/+6/+6. You must already have legendary mind to select this legendary gift. Legendary Shieldmaster: Gain a +5 enhancement bonus from armor attunement for both your armor and your shield. You can select this legendary gift multiple times, choosing a different attuned suit of armor or shield each time. Legendary Twin Weapons: Gain a +5 enhancement bonus from weapon attunement for two weapons at the same time. This counts as two legendary gifts. You can select this legendary gift multiple times, adding an additional attuned weapon with a +5 enhancement bonus each time. Legendary Weapon: Your enhancement bonus from weapon attunement increases by 1. If you are attuned to more than one weapon, you can increase only one weapon's enhancement bonus in this way. The enhancement bonus on a single weapon can't exceed +5, but you can use the excess to add magic abilities to weapons (see Magic Weapons and Armor). You can select this legendary gift multiple times, and it stacks up to +10 for any one weapon. Mental Prowess At 6th level, the character chooses one mental ability score (Intelligence, Wisdom, or Charisma) to gain a permanent +2 enhancement bonus. At 11th level, this bonus increases to +4. At 13th level, the character chooses a second mental ability score to gain a permanent +2 enhancement bonus. At 15th level, the character increases one of these enhancement bonuses by 2. At 17th level, she chooses a third mental ability score to gain a permanent +2 enhancement bonus. Physical Prowess At 7th level, the character chooses one physical ability score (Strength, Dexterity, or Constitution) to gain a permanent +2 enhancement bonus. At 12th level, this bonus increases to +4. At 13th level, the character chooses a second physical ability score to gain a permanent +2 enhancement bonus. At 16th level, the character increases one of these enhancement bonuses by 2. At 17th level, she chooses a third physical ability score to gain a permanent +2 enhancement bonus. Resistance At 3rd level, the character gains a +1 resistance bonus on all saving throws. This bonus increases to +2 at 8th level, to +3 at 10th level, to +4 at 13th level, and to +5 at 14th level. Toughening At 8th level, the character gains a +1 enhancement bonus to natural armor. This bonus increases to +2 at 13th level, to +3 at 16th level, to +4 at 17th level, and to +5 at 18th level. Weapon Attunement The character can attune herself to any one weapon in her possession, and can change that attunement once per day. The attuned weapon gains a +1 enhancement bonus at 4th level. At 8th level, the character can split her attunement between two weapons, granting each a +1 enhancement bonus. At 9th level, she can grant a single weapon a +2 enhancement bonus instead of granting two weapons a +1 enhancement bonus each. At 14th level, she can either grant a single weapon a +3 enhancement bonus or grant two weapons a +2 enhancement bonus each. At 15th level, she can either grant a single weapon a +4 enhancement bonus or grant two weapons a +3 enhancement bonus each. At 17th level, she can either grant a single weapon a +5 enhancement bonus or grant one weapon a +4 enhancement bonus and another weapon a +3 enhancement bonus. Magic Weapons and Armor In this system, magic weapons, armor, and shields never have enhancement bonuses of their own; those bonuses are granted only through attunement. Any weapon, armor, or shield special abilities on attuned items count against a character's enhancement bonus from attunement. To determine an attuned magic item's enhancement bonus, subtract the cost of its special ability from the enhancement bonus granted by attunement. (This applies only to special abilities whose cost is equivalent to an enhancement bonus, not to those that cost a flat amount of gold pieces.) For example, if a character with a +3 enhancement bonus from weapon attunement wields a keen scimitar, she subtracts 1 point of her enhancement bonus (for the cost of keen), leaving her with a +2 keen scimitar. If a character doesn't have enough of an enhancement bonus to afford the special ability (such as a 4th-level character with a vorpal longsword), she can still use the weapon's power on its own, but the weapon gains no enhancement bonus. In this system, adding bonus-equivalent special abilities to items costs significantly less because you are paying only for the special ability, not for a base enhancement bonus (see the table below). To determine the price of specific weapons and armor, remove the flat enhancement bonus and reduce the item's cost by the amount listed on the table below. For example, a flame tongue is normally worth 20,715 gp, but under this system, it would lose its +1 enhancement bonus and its price would be reduced to 18,715 gp. Specific weapons and armor can be attuned; they then grant the character's enhancement bonuses from weapon attunement and armor attunement as normal. Base Price Modifier Weapon Cost Armor/Shield Cost +1 2,000 gp 1,000 gp +2 8,000 gp 4,000 gp +3 18,000 gp 9,000 gp +4 32,000 gp 16,000 gp +5 50,000 gp 25,000 gp |