1986 - Teenage Mutant Ninja Turtles and Other Strangeness
1988 - Heroes Unlimited
1990 - Paladium Fantasy
1992 - Rifts
1995 - Gurps
2006 - Cyberpunk
- Legend of the Five Rings
- Midnight (D&D 3.5)
2010 - Pathfinder
Pathfinder House Rules:
Some strategies listed as Feats in the game should be abilities that any warrior can use, regardless of whether he has a specific feat.
Weapon Finesse: Applies to all finesseable weapons.
Agile Maneuvers: Applies to all finesseable weapons.
Power Attack: Can be performed by any character with a BAB of +1 or more.
Lunge: Can be performed by any character with a BAB of +6 or more.
Deadly Aim: Can be performed by any character with a BAB of +1 or more.
Improved Dirty Trick, Improved Disarm, Improved Feint, Feinting Flurry, Improved Feinting Flurry, Improved Reposition, Improved Steal, and Improved Trip do not require Combat Expertise as a prerequisite.
Simple Weapon Proficiency:
Extraordinary Effort: Direct lift from Mutants and Masterminds.
USING EXTRA EFFORT
Parry: A character may block or deflect an incoming melee attack with his weapon (or hands if he possesses natural weapons or Improved Unarmed Strike) under some conditions. As a move action you may make an parry roll using your full BAB, plus your Dexterity modifier, plus any masterwork or enhancement bonus for your weapon. Any melee attacks directed at you until your next turn must exceed the greater of your AC and parry roll to successfully inflict an injury. Feats that provide a bonus to AC, or to attack do not add a bonus to the Parry value. A character that is Flat Footed or denied their Dexterity bonus to AC may not make a Parry roll.
Bonus Feats: A character may forfeit all the skill points given by their class for a given level (though not the points given by an Intelligence bonus), and instead receive a bonus feat.
Large Bore Firearms: Like Composite bows, this would allow for a custom made firearm that allows a larger powder charge, allowing the user to apply a specific strength modifier to their attacks.
Quickdraw Holster: A holster that provides use of the Quickdraw feat with a one handed firearm.
This is a recruitment call for a short, low level monster campaign. I would like 4-6 players for this story. We will likely be progressing from levels 1-5 before the end of the story line. The idea of this campaign is to try out an idea I have been formulating for a monster campaign, and to playtest a series of house rules before using them in a longer campaign. While this is a monster campaign, it will not necessarily be a traditional evil campaign. The central idea here will be that Orcs and other monster races are savages, but not evil, and instead have very rational reasons for doing things the way they do, even if they seem barbaric on first fight. Having been labeled an evil people, they are persecuted relentlessly, and are now on the verge of crumbling. They decide to send some of their bravest on a mission that will cost them their lives, but may be able to turn the tables around, and give the Orcs one last fighting chance.
This will be a PbP game played on this forum, looking for players who can commit to posting once per day, each weekday.
This campaign takes the idea of a monster campaign, and turns it around a bit. Orcs and their ilk are a misunderstood, and indeed savage people, but they have never been evil. After so long having been labeled such, the humans in the area never even question it, and tend to attack and kill orcs on sight. The Orc's ways are savage, but they have their own standards of honour as well, and glorify bravery, fierceness, and loyalty to their kin.
The idea of this campaign is that the players have been set on impossible mission that they need accomplish at any cost. Look to films like "The Dirty Dozen," or "Inglorious Basterds" for inspiration here, with perhaps some of 300 or the 13th Warrior for flavour.
This is a mostly setting neutral campaign that here will take place in a sparsely populated part of Golarion. The humans and their allies moved into the area approximately 50 years ago, and displaced the resident orcs. Conflicts have been regular and bloody, with neither side appreciating the tactics of their opponents. This campaign assumes that the ways the Orcs (and other monster races) are portrayed in most works is propaganda popularized by imperialist leaders amongst the humans, and that while the orcs certainly are savage and primitive, they are fiercely noble and hold to their own strict standards of honour. Like most misunderstandings in history, the belief that orcs are evil stems from a failure to examine why they behave as they do and the reasons for their beliefs.
The object of the mission is to kill the King of this new fledgling city, as well as the high priest of the temple. The Orcs believe that killing both of these targets will destabilize the city enough for a final offensive to overwhelm it. There will be a great deal of flexibility in how the party chooses to carry out its assignment, but a mixture of stealth, subterfuge, manipulation, and brute strength will likely be necessary.
Races: The players may choose one of the basic monster races for their character. If there is another playable race that you feel fits this category, please state your case. As the chieftain and the main peoples of the area are Orcs, those playing orcs will be at something of a social advantage within the group.
Basic Monster Races: Orc, Half-Orc, Goblin, Hob-Goblin, Ratfolk, Kobold, or Nagaji. Traitors and turncoats from the core races would also be acceptable.
Should you wish, you may instead choose to play one of the more "civilized" monster races. However, these races are a bit more powerful in many cases than the basic monsters, and so may not be given the same leg-up as the more more balanced races. As these races do not usually hang out with Orcs, your character story must also explain why you live with them, and why you are willing to fight and die for them. Without a genuine reason the orcs would believe, you would not be chosen for this mission.
Advanced Monster Races: Dhampir, Drow, Duergar, Fetchling, Strix, Tiefling, Vishkanya, or Wayang.
Those who choose a "basic" race will receive a bonus in order to bring them in line with the power level of the other monster races listed. Those players may choose to take a bonus feat, a +2 to a non-bonus ability score, or an extra 1000 gp in starting equipment.
Mechanics:You are the best and the brightest amongst the Chieftains tribe; as a result you may take a 25 point buy, or one of the following sets that have been pre-rolled by the GM. There is no limit to how many players pick a specific set. Take max starting gold for your class, as the tribe will have pooled resources to help you succeed. You will receive max hitpoints at each level 1-5. Select 2 traits.
As this campaign assumes you are facing a far more advanced foe, with better weapons, more magic, and greater training, you can expect to frequently be facing battles above the normal appropriate challenge rating. As such, optimizers are not only welcome, a degree of optimizing will likely be necessary to survive. This is not to say min-maxing is welcome as I draw a distinction between the two. I would like to see fully developed, but highly effective characters who are prepared to roleplay their shortcomings.
In addition, there is likely to be a high mortality rate in-game. As monsters are frequently captured by the local human kingdom for trial, execution, or work gangs, there will be frequent opportunities to recruit replacements. As such, it is probably a good idea to have a back up character concept in mind, right from the beginning.
All official Paizo sources are available, including all classes and Archetypes. 3.5 or 3rd party material will be reviewed on a case by case basis. Asian flavoured classes like Samurai and Ninja will be accepted, but likely reflavoured as local specialties (Goblin Assassin for ninja, etc.) or a variant of Cavalier and Rogue, respectively.
Alignments: As this is not a traditional evil campaign, I would like to steer things away from the Chaotic Evil end. The Orcs in this setting hold to a fierce sense of honour, that while it may not fit the human concept of honour, it is strict and tightly held all the same. As a result, I see the most frequent alignments being LN or LE. Orcish tactics are still brutal by civilized standards, so LG is unlikely. All the characters on this mission are knowingly going to their deaths, by their own choice, for the greater good, so if you pick a non-lawful alignment, I would like you to explain why you have chosen to go. CE submissions will probably not be chosen as it does not fit the theme of the campaign. If you insist on choosing CE, you'd best have a very strong story line for why you are participating, and why the elders would believe you are dependable. As this mission is considered of utmost importance, the group will be expected to work together at all costs, and should an individual threaten the success through their behaviour or in-fighting, the group will likely eliminate them in order to ensure the best chances of success.
Legacy of Fire::
This is a open call for players interested in playing the Legacy of Fire Adventure Path by PbP, updated to Pathfinder rules of course. I am planning a group of 4-6 players, though one of those spots is presently spoken for.
If you are not familiar with the Stormwind Fallacy, from which I took the name, do yourself a favour and give it a read. To summarize, there is a preconception out there that people who optimize characters cannot roleplay, and that people who play underpowered characters are far better at it. The truth tends to be that neither has much of anything to do with the other. Optimized characters can be played well, or be munchkins, underpowered characters can be RP gold, or bland dead weight.
This will be a game for strong, immersive roleplay, by players who also know how to optimise. I believe in letting players play cool, heroic characters, and adjusting the challenges to make them work for every victory. I really enjoy good roleplay, and tend to be of the school of thought that playing a strong character you really enjoy brings an element of enthusiasm to the role playing.
Submissions can come via posts here, or a completed alias if you prefer. Please include a good background and character story, as well as an idea of your character's motivations going forward. Also include a bit on your character's future mechanical development, so we can be sure you know what you're doing; remember, we will be Playing on Hard here. If you are not that good at optimizing yourself, that is not necessarily a problem, as long as you can seek out help when you need it.
Recruitment is open until I find an ideal group of players, so there is no fixed closing date. If you are a late comer, please check my posts to see if I have announced an end to recruiting.
Hack and slash powergaming with a little extra power on top.:
I love a well role played game. A group of diverse characters, acting within specific mindsets and varying points of view, all acting and interacting in order to bring out the most diverse, interesting characters imaginable. This is not that game.
Sometimes you just want to kill something. The rules will be very simple in this by the numbers, hack and slash killathon. You will be put up against a foe you should have no real chance of killing, but then given every possible advantage that a character of your station could possibly have.
This will be a single module one-shot. I'm moving this month, and will likely need to blow off some steam. While that means I would like the game moving at a fast pace, there may be breaks as well. Maps and such will be very simple to facilitate this. I am considering using the method of posting the adversaries' stats in order to allow the players to resolve their own actions, and help minimize GM duties.
What: A 10th level Module with a focus on combat and minimal RP
Character Creation Guidelines:
Gestalt rules: Pick two classes at each level. For each class feature (HP, Saves, BAB, and skill points) you get the better of the two. You may have any combination, and multi-class in any way you see fit, as long as you qualify for both classes. You may have no more than 1 prestige class at any one level. Class features cannot exceed the normal for your hit dice (such as Caster levels, sneak attack, animal companions, etc.) but can exist in parallel (a 6/6 Druid/Cavalier could have 2 6th level animal companions).
Setting Rules: Common Firearms. All firearms are martial weapons. Early firearms and their ammunition cost 25% base cost, but advanced firearms and their ammunition cost the full price to purchase or craft.
The Characters: Character submissions should be fleshed out and have all the crunch completed. A modest background would be nice, as well as a little personality. However, don't think too hard about your character; they're probably going to die and need replacing anyway.
Heroes of Cheliax:
Iron Man: Synthesist with clockwork eidolon?
Hulk: Jotenrage Barbarian/Brawler or Ragechemist
Paladin: Aasimar with Wings Paladin/
Wolverine: Fast Healing race with Claws Barbarian/Brawler?
Storm: Weather Oracle/Weather Druid (or Shaman)
Groot: Plant based Shape Shifter?
Thor: Aasimar Mighty Godling/Adept Godling or Druid
Go ahead, break my game.:
"Go ahead; Break my game."
I’m feeling melancholy of late, so please excuse the level of melodrama in the following rant…
So, with all the recent nonsense that has been going on lately, including what appears to be ridiculously misguided, rampant, and seemingly random use of a comically oversized Nerf bat, I feel inspired to do something completely different. I really, really, REALLY hate it when the nerf hammer comes out, especially when, as seems the case lately, the dev's seem to over-react to minor problems, non-problems, or gm experience related issues by nerfing the feature in question into uselessness, and therefore dooming it to die in obscurity. After this happens, in most cases it feels like it would have been better to have never come up with the concept, rather than tempt us with the good mechanic we were waiting for, and then take it away, leaving only a pathetic remainder of the idea behind, as though only to cruelly rub it in. I love this game, but sometimes I have to wonder what the dev's are thinking, as such changes really only seem to serve to sanitize the game of any creativity, and water it down into bland uniformity.
Like so many other areas in life, and for organizations that grow large enough , the practice seems to be catering to the slowest kid in the class; such as people that quote ”Roleplaying vs. Rollplaying” arguments, not realizing the entire idea is fallacious, and that the two things have really nothing to do with each other.
'This is why we can’t have nice things’.
OK, rant over.
My thought process on this whole phenomenon is to just ignore the whole mess, and go as far the other way as possible.
Calling all min/maxers, creative character builders, rules-lawyers, and cheese monkeys! Lets have some fun! And for those who would never identify as one of the previously mentioned titles, but have a good command of the rules and are curious what it might be like to play a severely broken character, feel free to unleash your inner munchkin.
If by chance someone really does manage to build a Pathfinder version of Pun-Pun, we'll have to deal with that when it happens. (I’m not aware of such a thing, but I wouldn’t be surprised if there were such things. Since I don’t know them, perhaps the early posters can post the obvious, well-known examples, so we can avoid those as a group.) Chances are what we'll do is give that player a tip of the hat, a guaranteed spot in the game, and enough time to build a different, slightly less broken character.
House Rules: Ignore any and all Nerfed versions of rules and feats, and use the original versions instead, all the way back to the beginning of the game. In order to do this, you are going to have to show me a version of the feat/trait/feature you are using. On occasion, PFSRD does us the favor of showing us both the pre-nerfed version, and the current "official" version, either by noting the new version or clarification in a sidebar, or sometimes by using a
The one caveat: Repetitive, self-replicating buffs will still have to remain illegal. So things like the original Pun-Pun, where he polymorphs into something that can permanently alter his familiar into something that can permanently alter him, after which he permanently alters his familiar, and so on and so on until they are both gods… well, that wouldn’t get us anywhere. I looked around to see if there were similar Pathfinder exploits, and I saw mention of a few, such as casting Planer Binding on something that allows you to cast an additional Planer binding, and therefore assembling an army of celestials. I don’t know whether or not that exact example would work or not by the rules, but we’ll nip that in the bud now, as it misses the point of what we are trying to accomplish here.
So, have a great build in mind that got wiped out by the recent neutering? Have an old favourite concept that couldn’t be built anymore due to changes in rules? Curious how that idea would have grown with the addition of newer rules? Have at ‘er.
3pp/Third Party: None whatsoever; don't bother asking. The point here is to try to use the Paizo material to its utmost. I already know you can break a game with Third Party material. That's a no-brainer.
Hitpoints: Max for level one, and for the rest roll 10dx for the rest of the levels, and take the greater of either your total roll (for all ten levels) or the average (½+1) for all combined levels.
Starting Wealth: Standard for level - 82000 gp, to be spent in any way, shape or form that you see fit. You can also add in money received from traits, if any. Seriously, if you want nothing but a +6 weapon and a few incidentals, go ahead. You might even pull that off with some Kensai or Monk builds...
Crafting: To your heart's content. To pre-craft items, you will need to demonstrate that you can meet all required crafting checks while taking 10. Simply be sure you are holding to the letter of the rules; if you require spells you do not know (such as when the DC is too close to allow you to take ten), you must account for how the spell was provided, via scroll, wand, hireling, etc., and make the necessary payments for this arrangement.
Backstory: Don’t spend too much time here. Give your character a basic role, some simple motivations, and that is good enough. Your character may die very quickly, so don’t get too invested. Two or three sentences tops.
Private Recruitment: This game will be run in the same game world as tumbler’s Justice League Generations campaign. Players from that game will have top priority for spots in this game, though I have also invited players from a few other games using the same system. This will be a Mutant’s and Masterminds 2nd Edition game.
Recruitment Notice wrote: