Howdy! now I want to be very clear Up front I am Just poking to Gauge interest in this setting, I Recently got myself the Humblewood Setting Book From Deck of Many.com, and am super interested in the setting. of course since this is online that's gonna limit my party to anyone who Payed the $30-40 for the Book. HOWEVER!!! I will Happily Provide access to a PDF(one you cant copy) to anyone interested in the setting but who is also Poor like many of my friends are.
For anyone not Familiar with Humblewood- it is a D&D 5e setting Based in a World where instead of elves, dwarves and such- there are instead Sentient animals Via the secret of Nym or something similar.
for the most part.... this is just an Intrest check.... that i really want to Run.... but with some very big things i need to adress:
1) I am currently in 2 games on here, as well as one on D20. meaning i have 3 games ongoing at this time. this means i might not have the time to Run a game like this(as a DM)
2)This is D&D 5e, which compared to my Knowledge of Pathfinder, is very limited(I have only played in 5e games and never DM'd one)
3)I am actually throwing this out more as a "Please will someone else run this for me and let me be a player" because i actually want to be a PLAYER more than a DM of this setting
SO! with that said! I am tossing this out into the Void in the hopes that someone else will see it and agree to run it....
if that doesnt work, I will of course try to run it myself! because the only way to get more familiar with a setting is to run it
It's Cold ... Or is it? Hard to tell as you wake up, The Room spinning as light folks your eyes, The gentle Creeling of wood and metal filling your ears...
Welcome! this is the Offical Recruitment Thread for my Planescape Mythic Game.
For those of you who didn't read my initial Interest check here are my Rules for character Creation, As well as a few Rules I Also had in mind
Character Creation:
Stats/HP: Max 1st level, Then Take average every level after, and 25pt build, 1 Rank Mythic
Race: Any (Although I Preffer you to be from the prime material plane- I will not say no to you being a Planiar) I will also allow most monsterous Races within reason and with a Compelling enough background or concept and evidence that they are clearly not just for powergaming.
Class/lvl: start at 3, Any Class- Except I limit Summoner to be Unchained only.
Alignment- I will be using special Rules for this(See below)
Background/Traits: 2 Traits with a Third if you take a Drawback.
Other Creation Rules: Background Skills, Hero/Anti-Hero Points, Ultimate Horror Fear rules,
Gun rules: There are Guns of almost every tec level in the Planescape, Although the most common ones are Flintlock weapons, As Most Smith in sigil are at least aware of how to make Bullets for them. Consider the Prices for them to be "Emerging Guns" in sigil but it will vary wildly depending on where you are
Alignment Rules:
In Planescape Alignment is alot more important than in most other settings. Because not only does it help guide your character's motivations and actions- it Influences the entirety big your soul and being. Because of this I'll be stealing a System From NWN and marking your alignment as a Number, or pair of them.
Your alignment is determined by two numbers between 0-100: one for Law/Chaos and one for Good/Evil. 0-35 Is Evil/Chaotic, 36-65 is Neutral, and 66-100 is Good/Lawful.
So When you pick your alignment please mark yourself as somthing like this: Lawful(75)Evil(25)
These Numbers will Change based on your actions in the game, And may even be altered Entirely by outside forces or actions so drastically unattuned with your alignment. However it also prevents things like Instant evil and helps me create a system to help determine when a paladin falls or a monk becomes unlawful, Or a Cleric Becomes too disjointed with their deity.
Other than That I Might be missing something... Let me know if you notice anything missing, But otherwise I do encourage you to do whatever you want.
You want your Sahuagin Druid lady from a Sea world? Go for it! You want your Good Drow from a World where elves and Drow Co-exist? Go for it! You want your space faring Scientist from a World where Technology has allowed for space travel? GO FOR IT!
Of course I will have you be aware that Despite the tec level of your World- Sigil and the Planescape is somewhere In the Renaissance Era with a little Steampunk and Pure Chaos slammed in for good measure.
Of course when it comes to magic you can never Have a Set Tec level
Custom Races:
Due to the nature of the Realms as well as the fact alot didn't get converted to Pathfinder I will allow the creation of some Custom Races as well as point out some Premade I approve of.
Other than that, Please PM me if you have a Custom Race you'd like to Apply- Otherwise Please ask if there is a race that I might be able to make for you
(Some Custom Races I made/Comverted)
Dragonborn(Forgotten Realms):
Dragonborn as seen in the Forgotten Realms
Type: Humanoid(Dragonborn)(0rp): Dragonborn are Humanoids with the Dragonborn subtype
Size: Medium(0rp): Dragonborn are medium and gain no size modifiers
Speed: 30ft(0rp): Dragonborn are normal speed
Ability Modifiers: +2Str +2Cha -2dex(0rp): Dragonborn are physically strong and as naturally charming as dragons, However they lack finesse.
Language: Dragonborn begin speaking Draconic and Common, with high Int they can learn the following languages- Elven, Dwarf, Goblin, Orc, Giant, Aklo, Gnome, Halfling.(0rp)
Draconic Heritage:(2RP)Dragonborn choose a Chomatic or Metalic dragon type at creation. They base all their energy resistance and breath weapon on this type. Additionally Dragonborn are Immune to paralysis and gain a +2 to saves against Enchantments-(Addapted from Elven immunities):Note- this does not count as a Draconic bloodline however Dragonborn must choose the same color if they ever choose a Draconic bloodline in the future
Natural armor:(2rp) Dragonborn. Have hard scales, granting them a +1 natural armor bonus to AC.
Energy Resistance:(1RP) Dragonborn Have 5 Energy resistance based on the dragon type choosen with Draconic Heritage
Breath Weapon:(1+1RP) Dragonborn start the game with a a breath weapon. This breath weapon uses the same shape and energy type as Draconic Heritage. They start with a breath that deals 2d6 damage with a DC of 10+Constitution modifier. This can be used 1+ your con modifier times a day. This can be made stronger through feats(See below)
Claws:(2RP) Dragonborn have 2 claw attacks that deal 1d4 damage each. These count as primary attacks unless used in conjunction with a manufactured weapon.
Low light vision(1RP): Dragonborn can see 2 times as far in dark.
Special Feats:
Improved Breath weapon
Prereq: Dragonborn, lvl 5
Description: your Breath weapon now scales with your level: Treating you as a Sorcerer with the Draconic bloodline -2 levels. The DC to save also becomes 10+ your Con mod+ 1/2 your Hit dice.
This does not stack with breath weapons gained from other sources
Alternative Racial traits:
Replaces breath weapon:
Elemental Assult: you may sheathe your weapons in the energy of your Draconic Bloodline! For 1+your con modifier rounds per day you may apply 1d6 of your choosen element to your weapon. This does. Otherwise stack with energy gained from other sources.
The Kenku(D&D 5e-> Pathfinder):
Kenku, as from D&D 5e.
Type: Humanoid(Kenku): Kenku are humanoids with the Kenku subtype (They can also be a varient on Tnegu for Pathfinder)
Speed: 30 feet base
Size: Medium
Ability score mod:(2RP) +2 Dex, +2 Wiz
Language:(??rp) Mimicry(language): Kenku begin understanding Common- However they can only speak words they've heard before. Kenku Cannot speak unless they have heard something said before- Often times this leads to them making sentences our of many different voices. Kenku with High Int can learn to read and understand any language, However they cannot speak them unless they have had verbally heard them spoken.
Mimicry: Kenku can Mimmic any sound they have heard before, and automatically succeed all disguse checks to make their voice sound like another- so long as they repeat what they've heard. Additionally because of the way they speak, It is hard to read their true intentions and Kenku gain a +4 to bluff.
Ambusher: Kenku are natural ambushers, And gain a +2 Racial bonus to attacks against flat footed foes.
Bite: Kenku have a long hard beak and gain a Bite attack that deals 1d4 damage.
Spellscale(3.5->Pathfinder):
Lore: Spellscale are the Children to Two sorcerer with the Draconic bloodline. Only 1/10 children of two Draconic sorcerer are Spellscales, Making them even rarer than sorcerer themselves. Almost all of them are Sorcerer- and each has an innate knowledge of the magic that flows within them. While most take up the mantle of sorcerer, some delve into the blood that fuels their magic- becoming Draconic exemplar, or devoting themselves to a Draconic deity.
Type: humanoid(Human, Draconic*)
Size:Medium
Ability score:(1RP)+2Cha, +2Int, -2Con- Spellscale are Naturally beautiful and extremely analytical, but their bodies are suited more for magic than battle
Languages:(1rp)Spellscale begin knowing Common and Draconic, and those with high Int can learn any language
Blood Of Dragons:(2RP)Spellscale Have such innate ties to dragons that their Cha score is considered 2 higher when determining the abilites of the Draconic bloodline.
Highly Analytical:(2RP) Spellscale are Naturally tallented with magic, and their innate ability with it gives them an edge: +1 to Spellcraft and Knowledge(arcana)
Sorcerer Prodegy:(~2RP) Spellscales have such innate ability that any Spellscale with Cha 11 or greater have access to the following spell-like abilities 1/day:Identify, Magic Missle
Draconic Resistance:(~2RP)Although not true dragons, Spellscale have a natural resistance to the same magics Dragons do- +2 Saves vs. Sleep and Paralysis
Total RP= ~10
*The Draconic subtype: A creature with the Draconic subtype isn't a dragon, However they are treated as a dragon for the purposes of applying for feats, being targeted by spells, And using magic items only useable by dragons- may apply this to Dragonborn
Hello,
I would like to Begin by saying that I'm coming back after a long break, And my Schedule is Kinda Chaotic so this game is more of a Test of Waters than an actual Recruitment or anything like that.
However Despite that I would Still like to Gauge interest as well as get some ideas from Folks to see if anyone would be interested in a Mythic Planescape Game where your characters are primes from Several Diffrent worlds kidnapped and Pulled into the Planescape for some Shenanigans and such.
This is an idea and a game I've been planning to play with friends but due to the pandemic I have been unable to run it so Instead I'm gonna try tossing it out here
Plot synopsis And Overview:
This is Gonna Ultimately Be an open ended game, I intend to Just Toss you into The Planescape with A goal, And from there evolve the Party Motivations and Goals as you go.
Ultimately- You are supposed to learn that you all have achieved some sort of power or something that Has Granted you a spark of Godhood. And there is some second party that wants to learn how you did, Or perhaps steal it from you (I actually Talor his Motivations to your characters). Ultimately you will achieve Mythic Rank 10, Or Maybe not! After all who knows what might happen
Other than That- I have a few Subplots(Generic ones) I have Written up, while I'm Talorong some Subplots to your characters.
Rules I've Established:
These are the rules I have Established beforehand, Somthing to give the players some ideas and such for the game as well as give you a good idea of what I want.
Level: Starting at 3
Mythic rank: 1 - And It should be noted that your Mythic trait Emerged before the start of the game, somthing happened to you that would have drawn the interest of my antagonist and kick-started my game and your kidnapping
Race: Most any(Within reason but yes I am allowing some monsterous races) If you are interested in playing somthing from the Planescape I will have to ask you to please refrain. I do wish you to be unfamiliar with the Planescape, And a Prime Berk is alot more fun to play in the Planescape than somone who knows how these things work
Classes: Any- Use unchained if you can although I will only restrict the Summoner to unchained. Also be noted that With Summoner- you are infact in the Planescape and your Summon may or may not have some issues.
Alignment: any although please be aware of the difference between real Evil and Storybook Evil, as well as the Difference between Chaotic and Stupid. This is the Planescape. If you do something that doesn't quite fit what you say, Then the consequences are not only that you have to write that change on your sheet, But that the planes begin to Notice it.
Background: You are a Prime from one of Various Worlds Connected to the Planescape, Or perhaps The Planescape managed to somhow Pull you away from your world. Somthing happened to you that Sparked Somthing within you and granted you some great power. One day- You wake up drugged out of your mind in a Cell with the other party members, The ground shaking. Other than that- Your history is all up to you
Other Rules: well I will be using the Horror Rules from Horror adventures (Just because I like them more), Background Skills, And I will probably Be using some Converted Weapons and Rules from 3.5 for some of the monsters because Beholders and Gith didn't convert
Some Background Ideas:
SO! I know that this is the Planescape and that it is an old setting with alot of lore, But the setting is Supposed to allow Infinite world's with Infinite possibilities because no matter where you go there is an infinite space you have yet to see.
Ultimately this allows for some interesting world's and such. I would very much love to see the ideas you guys have alone.
But- Some of My more Favorite ideas I've heard from friends will be posted here(These are just worlds they came from- not the characters)
1) Godless World- A World where the gods have "Died" or Forgotten- leaving a world without Divine magic (Think Dragonlance), Or maybe even all magic since there is no Weave either. Out of that dark Hopeless world Comes you- With the spark of Godhood and hope for the world.
2) A Greek/Mythic World where Mortals Complete for The Glory of the gods to be forever imortalized as Heroes in the world.
3) A world where some Evil acts (Such as Undead and raising the dead) are not viewed as Inheritly evil. The world being a More Neutral alignment overall, Where The good and evil are so Blurred that there is no real way to distinguish which is which
Well! I belive that's all for now.... If I get some Decent Interest here I'll definitely Send out an Actual Recruitment, I have a Good Portion of this planned out but it Ultimately is supposed to be a pretty open game, Allowing me to Improvise Some Side quests and such while I have a Main Plot Hanging over it that occasionally pokes it head in and says boss fight or Evil minion.
I am Kobold Klan, and I've been Wanting to play a Pathfinder Game for a while, getting bored with waiting for my friends to get available, So I've decided to try and advertise here.
So some Baseline rules- I will be planning on using Discord/Maptools to run the game, Details on when we will play can be worked out there, figure out when we are available/make our characters over there
As for rules/story of the game- You will start alot like Skulls & shackles, Have your loot listed, but start off with it all stripped, And in a Jail cell, Of which you will Quickly be saved from
Since this is gonna be a planescape/planes setting you are recremded to do whatever you want with backstory and race, As you'll actually start the game having been Kidnapped By Gith Slavers straight from your home plane/world.
Starting level will be 5, as you can't really survive the planescape long at any Lower levels. And it lets me throw some monsters at you other than Kobolds and Goblins.
We will be using spheres of power/might, as it's just more Fun.
For now this is just a Check to see if folks will want to play this as I am Kinda Still working on setting up the map in Maptools and all that. Not to mention I'm. It even sure folks will want to play through discord
It's a nice day today. Weather is clear, warm, and pleasant. Birds sing on the rooftops and the soft murmur of people begining their days can be heard as curfew breaks.
It's the day... The day the agents have arranged for you all to finally meet- to see who you all are and to finally begin your work. You only received an address, A time, and the words "At least it isn't raining"
The address leads to a Small Antique shop with a thickset man up front, his hair is red, Skin pale, and blue eyes peek out from under his hat. His face is grizzled, covered in a dark- dirty beard. When you approach, he looks you up and down, hand sliding into his jacket he nods with a smile and says "Terrible weather- ain't it?" His voice was thick; the hints of an Irish accent marring his otherwise perfect French.
for those who want to skip the doorman:
Apon Saying the passphrase the man nods and let's you pass, The sign on the door saying "Sorry we are closed". When you enter the room is warm, Scented as flowers with an underlying smell of Cigar smoke. A woman sits at the counter, and elderly woman with white hair and enough lines on her face to tell her age "hello dear, Up the stairs, the Masters will be with you shortly" she nods. As you pass her, anyone who glances at her can see the butt stock of a shotgun under the counter.
Making your way up to the study you one to a room with several chairs, it's well furnished, with paintings agaisnt the walls, a fireplace on one end, sits across from a window that goes out to the street. A record player sits on one end- Currently silent. Overall- not what you expected when they said they where resistance
Before we Begin- I will not be holding much back: this is horror! LOVECRAFTIAN HORROR!!! If themes of mutilation, Cannibalism, Rape, Racism, Nihilism, Sadism, Existentialism, Body horror, Gore, or the word "Nazi" bother you- this game isn't for you!!!
My own options are not reflected in this game, But I will not be holding anything back. The Nazi are Nazi- expect them to be mean- call you names, Beat you, batter you, or worse- not to mention the cosmic horrors- willing to do unspeakable things to you.
Now- outside of story I tend to go a little easy on my players: as I honesly don't want to kill you. I will make combat very dangerous- meaning if you can avoid it- you SHOULD. I don't want to have to deal with combat- it should never last more than 5 rounds- and combat that lasts that long will almost always result in the characters suffering Permanent damage. Healing magic is not a thing- it takes MONTHS to recover in this game. One gunshot wound can kill you.
Not to mention the cosmic horrors- who are stronger, faster, and often times immune to bullets.
This is why I want a small group- so that risk of detection is low(it's also more manageable for me), and also you can't all just gang up and cheese combat(yes- five people Proficent with melee can beat a deep one to death with baseball bats)
Other than that- the goal is ultimately to have fun! And dieing is never fun. Except when it is!
When dealing with recovering Sainity: you all will recover Sainity a little faster than normal, you'll also probably not loose that much unless you go poking around.
I will state: if you dive just below the surface you will find the iceberg is quite alot bigger than it looks....
Agents on Scene: John[Redacted], Corvis[Redacted], Scarlet[Redacted]
Situation: It has been 2 years since the Reich has occupied Paris, The war has been going terribly for the allied forces, however there is a light on the horizon with America joining the fight. On the Japanese front.
Life in Paris has been hard, to say the least. The Germans have enforced strict cerfiews every night. Soldiers patrol the streets constantly, Most folks head to work, get their rations, then head back home. Everyone is on edge.
There has been a strange influx of activity from the Germans, they've began ransacking the houses of librarians, Book collectors, and scientists. They don't appear to be taking anything... At least not yet.
----------------
Hello and welcome to Call of Cthulhu.
This game will be a relitivly small game, I'm not looking for any more than 3-4 players, Hell I'll even run it with only 2 but I would very much preffer more than one player. Your characters will be informants for the above mentioned agents- they will arm you with the tools you'll need to begin your investigation... Please note, this is before the Nazi rounded up the Jews, allowing you to start the game as one- just be aware that doing so might draw some ire from those you oppose.
Character Creation:
1) Background: Your characters will be informants, you can be a local who decided they wanted to help and the agents came in contact With- you can be an agent yourself from one of the allied nations, or the Soviet Union. I'm gonna hand out some free items to you folks depending on your background- which will be given to you AFTER you have been selected. I will also be allowing you to be a Nazi Turncoat, or German civilian who never agreed with the Reich under some strict rules I will go over below.
2)Stats: you start your rolls with 4d6 qnd you may reroll them once if you don't like the lineup- however I will say that this game encourages flawed characters who can't fight.
3) Proffessions and starting wealth: you will be allowed to play any Proffession or make one up- but run it by me. You can't play anything that otherwise breaks the rules: i.e. you can't have Cthulhu Mythos as a core skill. I also suggest you take feats and Proficency to reflect your profession. I expect Soldiers to take Proficency with at least Rifles... KGB agents to take martial arts and such- I would be odd of your Proffession was soldier yet you can't aim a standard rifle or even a pistol.
Also- starting wealth will be halfed: you are after all in occupied Paris under strict rationing. For anyone playing a Jewish character that will be quartered because of realism.... But no worries the spies you're working with will help you out.
4) relationships at the begining of the game: Feel free to create linked backgrounds, Especially of there are only a few of you- it helps create a world and allows for further growth.
5) Aditional rules: I will be reducing some redundant things- so hide and move silently become just stealth, Listen search and spot all become perception, Tumble jump and balance become acrobatics. Just like Pathfinder. Additionally- feats like ambidextrous are no longer needed, Two Weapon fighting functions like it does in Pathfinder and doesn't require multiple feats to do properly. Finally: I will be implimenting a fear system similar to the fear system from Horror adventures by paizo- with tiers such as "rattled" and "shaken" to make encounters a little more teidious because this is a game where you're supposed to be powerless agaisnt cosmic horrors- and having Guns everywhere makes that a little harder to do because most pistols can down a deep one in one turn if you're good enough.
5)Starting languages: In addition to anyone's normal starting languages you will begin with French- unless you are a German or french local- you are after all expected to spy in France and it would make no sense if you couldn't speak French. French locals begin with french anyways, and Germans don't becuase you are formerly part of the occupation- and probably never learned it unless you invest into it.
6)German turncoats- Germans will be under some strict rules-first: the spies don't trust you and won't offer you any help. However you don't suffer any reduced starting wealth. You will have some special privlages because you're German, it will be easier for you to interact with soldiers because you're German, however this doesn't grant you immunity and suspicious activity will still be problematic. You will also be begining with a red armband I'm sure you're familiar with(Jewish characters will begin with a yellow one), and depending on your background either an SS uniform, German Infantry Uniform, Or some skill bonuses if you are not military. You will also begin taking 2d10 Sanity damage from seeing Nazi atrocities but will be uneffected by seeing dead bodies, Burned bodies, Or mutilated bodies.
Please let me know if you have any questions- I'll be glad to awnser them all.
Howdy all, I'm just poking my head around to see if there is interest at running this kind of game, I have lots of idea but want to do a short game based in Nazi Occupied Paris 1942--
The game taking place in the city during the occupation your characters Being spies from the allied forces.
If there are any folks out there familiar with the D20 Call of Cthulhu system and are interested in playing a short-mid length game involvong Nazis, Allied spies, Eldritch horrors, and possibly zombies- Then just let me know. I'll be taking 1-3 players becuase the nature of the system favors smaller groups(you don't want 5 normal dudes bashing the s!%& out of a deep one because action economy)
HOWDY one and all, After a quick Intrest check I've dedicated myself to the conversion of Pathfinder into the Elder scrolls world :P
Now I've been a long time fan, And have played all the elder scrolls ... No I never beat Daggerfall- that game is just so utterly massive you get easily lost....
But I can assure you I know quite alot about the lore and setting! Enough for me to confidently create a game based in the Central Province and probably get it right ;P now- Onto the rules!
Classes- We will be using The Spheres of power/Spheres of might rulesets, so I recremend using one of those classes: You don't have to as magic in tamriel is pretty... Varried
Races- I'll have some spoilers below detailing the Racial stats for each of the races in Tamriel below
Starting level and Gold- Level 1 and 0: You'll be starting like any good TES game: in jail wearing a commoner's outfit
Starting stats: This will be a 20 point build
Other rules: Other than spheres we will be using ultimate horror rules for fear and sainity, As well as Piecemail armor: however most sets of armor are gonna be intact save for those found on monsters or bandits, Aditionally- most mosnters will have diffrent stats than those listed in the books, so those of you wishing to summon, Please run it by me- I'm gonna have to approve it all...
Also- Languages will be a thing, although most probably won't come up unless you go dungeon Delving
Birthsigns- if you're familiar with them, I'd like you to pick one. I won't state their immediate effect but I will reassure you: they will be based on the games lore.
The High Elf(Altimer):
In the games Altimer have always been the tallest of the races, But besides this stature they are overall not know for their toughness- rather they are more known for their skull and tallent with magic!
Type: Humanoid(Mer, Altmer)
Size: Medium
Speed: 30ft
Ability Modifier: +2 Int, +2 Cha, -2 Con -- The Altimer are known for their skilled diplomats and Mages.
Languages: Mer and Common, Altimer with high intelligence may learn these languages: Nord, Khajiit, Ancient Ayleid, Goblin, Draconic, Sylvan, Ancient Dwemer, Daedric,
Emissary: Once per day, members of this race can roll twice when making a Bluff or Diplomacy check and take the better roll.
Gifted Mages: Altimer are so skilled with magic, Most have grown up studying it from a young age. At lvl 1, 8, and 16 a High Elf can Select a Spell Focus feat while ignoreing the prerequisites, At lvl 8 they may choose a Greater spell focus instead- but they must meet the prerequisites.
Arcane Focus (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.
Elfborn: Altimer have the amazing ability to call Apon their blood to renew their magics: 1/day Amtimer may regain spellpoints equal to their Intelligence modifier without resting as a Swift action.
The Imperials:
Some may think The Imperials are big standard humans, But that wouldn't be exactly True. While Imperials don't appear to be anything greater than normal human- they have proven unique from the other humans in their ability to influence others wirh shear personality!
Type: Humanoid(Human, Imperial)
Size: Medium
Speed: 30ft
Ability modifiers: +2Cha, +2Str -- Imperials have always been known for their great leaders- From valiant emperor to low Leigates- the Empire has always stood proud of it's people
Languages: Common- imperials woth high int may learn any Non-ancient languages.
Eternal Hope: Members of this race gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, members of this race may reroll and use the second result.
Gregarious: When members of this race successfully use Diplomacy to win over an individual, that creature takes a –2 penalty on attempts to resist any of the member’s Charisma-based skills for the next 24 hours.
Voice of the Empire: Once per day an Imperial can call Apon their heritage and command enemies to not attack them. 1/day an Imperial may Cast Sanctuary on themselves, Alternatively they may pick one Target within 30ft. That target is put under the effect of Sanctuary instead.
The Dark Elves(Dunmer):
The Dark elves are known for their strength, Stealth, and skill with magic. Their ability to survive on the Island of Vardenfell with it's alien wildlife and harsh environment gives them an advantage no other race had.
Type: Humanoid(Mer, Dunmer)
Size-Medium
Speed: 30ft
Ability modifiers: +2Dex, +2Int, -2cha, Dunmer have been known for their great graceful warriors and Mages, But are not known for Diplomacy. Their methods quite often include violence over talking.
Languages: Mer, Common -- Dunmer with high Intelligence may learn the following languages: Nord, Argonians, Khajiit, Redgaurd, Goblin, Daedric, Ancient Dwemer
Defensive Training: Members of this race gain a +4 dodge bonus to AC against Ash Monstrosities- those beasts that Inhabit the Ashland's of Vardenfell
Flame Resistant: Dunmer are Naturally resistent to Flames and intense heat. They gain Fire Resistance 5, additionally they get a +4 to saves against Exhaustion caused by heat.
Ansestor Spirit: Dunmer put great emphasis on their ansestors, and can call Apon the power of their ansestors to protect them! 1/day a Dunmer may Cast Fire Shield(Hot only) on themselves. The CL is equal to the Summer's Hitdice.
Weapon Familiarity: Dunmer are all known for their warrior lifestyle, and most learn how to fight from a young age- Dunmer begin play knowing how to use Bows, Longswords, Shortswords, and Scimitar
The Redgaurds:
The Men of Hammerfell, The Redgaurds are known for their Quick, Swift tactics and power- Havi easily taken Hammerfell in the earliest ages. The Redgaurd where one of the few contries who established Independence from the empire after the White gold Concord
Type: Humanoid(Human, Redgaurd)
Size- Medium
Speed: 30ft
Ability Modifiers: +2Str,+2Cha,-2Wis: the Redgaurd are strong and have powerful Sorcerers, however they often lack the organization of the other races and are more suited to hit and run tactics over getting in rank and file.
Languages: Redgaurd, Common- Redgaurd with high Int may learn the following languages: Mer, Breton, Nord, Sylvan, Khajiit, Goblin, Giant, Draconic, Orc
Cornered Fury: Whenever a member of this race is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class.
Child of Hammerfell: Redgaurds begin play with the Endurance Feat, Additionally they get a +2 to Ride and Handle animal checks when dealing with horses. Redgaurd are known for their strong horses and Calvary charges.
Adrenaline Rush: Redgaurd are known for their speed and Furosity in battle. 1/day Redgaurd may Cast haste on themselves, The caster level for this is equal ro their Hitdice. They care the only ones effected by this, this is an extraordinary ability and cannot be dispelled, however after using this The Redgaurd are Exaused for 1 round per round the adrenaline rush lasted. You may end your rush early as an immediate action
Weapon Familiarity: All Redgaurd learn from a young age how to use their homelands weapons. Redgaurd begin play knowing how to use Scimitar and Falshon
The Orc(Orsimer):
The Orcs, Always known for their savage nature, great Smithing skills, and their Honor based society.
Type: Humanoid(Mer, Orc)
Size:Medium
Speed:30ft
Ability modifiers: +4 Str, -2Int, -2Cha Orcs are known only for their strength, They lack any skill in conversation, and don't take too well to learning magic or anything for that matter...
Languages: Orc, Common -- Orcs with High Int may learn teh following: Goblin, Giant, Nord, Aklo, Deadric
Fearless: Members of this race gain a +2 racial bonus on all saving throws against fear effects.
Stubborn: Members of this race gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a member of this race fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the member of the race has a similar ability from another source (such as a rogue’s slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.
Berzerker Rage: Orcs, Like the tales tell, Are known for flying into such powerful rages that nothing can stand in their way.
Orcs have the Furosity monster trait, aditionally they can survive 2 times their constitution score beyond 0 HP before dieing. And finally- If an Orc acquires a Rage feature from anywhere- they treat their Constitution as 2 higher to determine The duriation of rage
Weapon familiarity: Orcs train their entire lives to fight, Orcs begin play knowing how to use greataxes, Battle axes, and any Weapon with "Orc" in it's name is treated as a Martial Weapon
Master Smith: Orcs begin play with Skill Focus in either Craft(Weapons), Craft(Armor), Or Craft(Smithing)
the Wood Elves(Bosmer):
The spry wood elves and thier Green pact, These carnivorous hunters are known as the best archers in the land. They are the shortest of the races, But have control of what seems like nature itself
Type: Humanoid(Mer, Bosmer)
Size:medium
Speed: 30ft
Ability modifier: +2Dex, +2Wiz, -2Cha. Wood Elves are swift, and Quite perceptive- However they have been known to be quite annoying, clingly, and wild tempered.
Languages: mer, Common -- Bosmer with High Int may learn the following: Aklo, Khajiit, Argonian, Sylvan, Impish, Goblin, Giant, Orc,
Born of the wild: wood elves get a +2 to AC when in a Jungle or Forest Terrain, Their natural abilites steaming from thw green pact allowing them to easily fight amongst the trees
Command of Nature: Bosmer have such skill with animals that they can come the woods to fight for them! Bosmer may Cast Summon Nature's Ally 1 1/day, aditionally they receive a +4 to handle animal to calm wild animals. A Bosmer with 13 or more Wis may Cast Charm Animal 1/day
Poison Resistance: Due to their exposure to many venomous animals in their homeland- Bosmer have attained a natural Resistence to poison- Getting a +4 to resist Non-magical Poisons, but only a +2 to resist magical poisons.
Weapon familiarity: Bosmer begin play Proficient with all Bows and Shortswords. Exotic bows and Crossbows are treated as Martial weapons,
The Argonians:
The mysterious Blackmarsh and its harsh lands Possess much unknown to the outside world... One thing the Argonians wish to keep that way.
Type: Humanoid(Beast, Argonian)
Size:Medium
Speed:30ft, Swim 30ft
Ability modifiers: +2Dex +2Con -2Cha, Argonians are known for their resilience, However they are often quite primitive compared to the other races- and their raspy voices and rough attitudes don't often help them in social situations.
Languages: Argonian, Common. Argonians with high int may learn the following: Mer, Khajiit, Deadric, Ancient Dwemer, Hist.
Histskin: Argonians have a thick Scaly hide, Giving them a +1 Natural armor bonus to AC, Aditionally the Hist that guides much of their race let's them heal an additional 1 point of HP her Hitdice from rests, Healing spells, and potions.
Waterborne: Argonians Can hold their breath for a number of minutes equal to 2 times their Con score- aditionally they don't make saves to resist drowning every round but rather every minute
Hist Born: Argonians are Immune to poisons and Non-magical diseases, however they are still effected by Magical poisons and disease- receiving a +4 to save against them.
Low light vision: Argonians can see Two as far as man or Mer in darkness
Hatred: Argonians have a distaste for Dunmer, the race who enslaved many of their people for over 1000 years, and gain a +1 to attack and damage against Dark elves.
Breton:
The Dragon blooded men of the North, Some say these are all that remains if the Highland elves, But their true nature is relitivly unknown. The Breton of highrock are great mages, Known for their great Resistence fo spells.
Type: Humanoid(Human, Breton)
Size:Medium
Speed: 30ft
Ability modifier: +2 to any stat, Breton are known for their diversity as well as their natural skill with magic.
Languages: Breton, Common, Breton woth high int may learn the following: Mer, Draconic, Nord, Redgaurd, Daedric, Ancient Ayleid
Dragonskin: Breton Are known for their great Resistence to magic, and have spell resistance equal to 6+ their Hit dice. Aditionally Breton with 12 or more Cha may Cast Mage Armor 1/day
Briarblood: Many Breton have ties ro the hagraven and their strange witch-like magics. Breton treat their Cha as 2 higher when determining the DC of powers granted by ANY sorcerer bloodline
Acedemic: Breton begin play with a Skill Focus of their choice- Many Breton attending schools at young ages.
Multitalented: Breton may choose two classes as their favored classes, and aquire the Favored class bonuses from either of them
Khajiit:
Khajiit, Born into special forms based on the phases of the moons, These beastfolk are the strangest of the natives to Tamriel- their orgins ultimately unknown
(Due to mechanical reasons the variety presented her is the Cathay/Cathay-Rhat. Of you'd like to play a different Variety- ask and I'll work with you on that)
Type: Humanoid(Beast, Khajiit)
Size: medium
Speed: 40ft
Ability modifier: +2Dex, +2 Wiz, -2Cha Khajiit are quite perceptive, and Fast, However the Cathay-Rhat is not known for their ability to convince others, Often times Unable to talk their way out of anything
Languages: Khajiit, Common, Khajiit with high int may learn the following: Argonian, Mer, Sylvan, Ancient Ayleid, Sylvan.
Desert Born: The Cathay-Rhat are known to inhabit much of the desertland in Elswyr and get a +4 to resist fatigue caused by heat and marching in a desert. Aditionally they suffer no penalty to move through sand- not treating it as rough terrain.
Claws- Cathay-Rhat are clawed: giving them 2 claw attacks that deal 1d4 damage.
Nimble body: Cathay-Rhat get a +2 on acrobatics and slight of hand checks.
Cat's Eye: Khajiit gain Darkvision 60ft and Low-Light vision.
Eye of Fear: 1/day Khajiit may cause enemies around them to Flee as a Supernatural Ability. They can effect 1 Creature with 1d4+ Khajiit Hitdice for 1 minute. The DC for this effect is 10+ the khajiit's Hitdie+ Cha modifier.
Aditionally Khajiit receive a +2 to Intimidate checks to demoralize targets
Howdy one and all. I have been away for a while due to some personal life things, But have decided tk come back and dipy toe back into the world of Online Role playing ;P
To start this off- I have an idea. After replaying much of the elder scrolls games I've decided to go with something along these lines.
I feel like I wanna run a PF 1e game using the spheres of power/might systems to help adapt the world a little better.
Now since the system used for play changes in almost every game- I feel like altering it to Spheres Pathfinder it wouldn't be too far of a stretch.
I wanna do a game shortly after the events of Skyrim (or at least after the dragonborn slays Alduin) where your players are in Cyradil, And in classic Elder Scrolls fashion- You're all Prisoners in the prison ;P in a very familiar Cell....
Other than that the main story will deal with your players interacting with the empire after Skyrim successfully took its Independence (Yes The Dragonborn supported the stromcloaks). However since dragons where not entirely secluded to Skyrim the empire is going to be dealing alot with that.
Overall however I'd like to keep the feeling of a traditional Elder scrolls game going on. And your characters will often be sidetracked and pulled away from the overall goal to complete tasks found on the sidelines.
This os coming after a long Hiatus, One which I will not go into detail.
Anyways- After a very, very long awaited Trailer Reveil, I've been inspired to bring back one of my oldest Homebrew Champaigns. Which I'm sure you can guess some themes of...
This Game Will be based in the Forgotten Realms, and by extension that means I have to adapt some things over, mostly races and major monsters. However I've already done 90% of the work, I just have to go digging for it. I'll have more information below!
1389- Year Of the Forgotten Enemies
Welcome to Saltmarsh!
After some adventurers came in and helped establish peace with the local Lizardfolk, The Small coastal town has grown quite alot! Now what can be considered a Small City, Saltmarsh has grown into a hub of adventures far and wide!
So, Just for future reference, This is based on the Saltmarsh Found in the Dungeon master's Guide 2 from D&D 3.5e. that means there is no inclusion of the "Ghosts of Saltmarsh" storyline- and nothing will be needed for knowledge. Now this is set shortly after the Spell Plauge, so races such as Dragonborn and Such will be available to play, and magic works a little wonky- but nothing you need to worry about Story wize just note, Some people are gods now, others are not, Some God's died, Ect.
Saltmarsh is located between Baulder's Gate and Amn, A few days south of candlekeep. The town is so small it hasn't even been added to the maps yet.
You and your group have come by because the call for adventure speaks true to your hearts!
Character Creation:
Level:1- Your Characters will be Level one... Yep, That's right, You're all newbies
Classes: Any non-firearm class- Occult Classes on a case-by-case basis. Since the class equivalent dont exist in FR. However I am altering history, ALOT to accommodate for this game so please just ask.
Races: Forgotten realm has so many race varients, I have a tab below to expand some of the simple ones, While giving some of the unrepresented races below as well, otherwise, Any Core! Planetouched are reflavored as Genasi, No rarfolk/catfolk/or any race that doesn't have a FR equivalent
Wealth: Maximum for class
Stats: 20 point build- I want a balanced game, Where the monsters put up a fight, but aren't overpowering.
Traits and Background: 2 traits, A 3rd for a Drawback
Other rules: Backgrounds skills, Varient Multiclassing, And Piece-mail armor(mostly for monsters, all armor will be found in intact sets, however this allows for odd body shapes and such), Ultimate Horror Fear/Insanity rules. Keep track of those sainity points ;P
Important information about game: Early game will be mostly problem solving for the higher ups in the game. You are just adventures after all.
Chapter 1 of my Champaign deals mostly with goblinoids, Lizardfolk, and Orcs, As well as a Witch at one point.
Chapter 2 you will begin to find odd things about town, And the shift will move onto undead and Humanoids, Followed by outsiders,
Chapter 3 gets even Wierder, as you learn the real puppet masters of the dark side of the town
And the final Chapter is you directly opposing the reveiled evil
Over all I designed the game to go levels 1- about 13+ depending on how much side questing you do throughout.
Races and Subraces:
A major concern about things like races in FR is the Wide variety of Subraces!
From Wood elves to Moon elves, From Sheild Dwarves to Gold dwarves. For the most part Pathfinder did a good job Addressing it's own subraces- Making alternative racial stats a thing... However it doesn't change stats, Like alot of the Subraces for FR do. Here are my conversions of races
Elves
Moon Elves- Like the original game, These elves are the base elf
Sun Elves- the only real Difference is the Change to stat bonuses, Which is already applied as The base elf with Pathfinder- so the only difference is how people treat you
Wood Elves- here we have rhe Copper elves, The First Major change to elves! So, The difference between stats here is that Wood elves are naturally better warriors. Unkike other elves, they make poor mages, and are alot less Artful than the other Subraces. The original changes where that Wood elves received a +2 to Str and Dex whole receiving -2 Int and Cha. I believe it should just beas follows:
+2str, +2Dex, -2Con.
Woodelves also have the "Woodcraft" Racial trait instead of Elven magic
Wild Elves- Again, Mostly just a stat Change: to show Wild elves str and Wild Knowledge over their counterparts-
+2Str, +2Wiz, -2Int
-these elves also Receive Woodcraft instead of Elven Magic
Avorial(flying elves)- please just ask me for this, Flight os a big power...
dwarves
Dwarves are well represented By the Subraces of Pathfinder, and none have major stat changes, So just fo with basic dwarf and reflavor as needed
Gnomes:
Same as dwarves, They are well represented
Halflings:
the Ghostfoot halflings are just basic halflings with A bonus feat instead of Halfling luck and Bravery. I think that's an easy trade:
So Ghostfoot halflings may take a bonus feat in trade for Luck, and Bravery
Others:
just ask on a Case by case basis.
Dragonborn(Forgotten Realms):
Dragonborn as seen in the Forgotten Realms
Type: Humanoid(Dragonborn)(0rp): Dragonborn are Humanoids with the Dragonborn subtype
Size: Medium(0rp): Dragonborn are medium and gain no size modifiers
Speed: 30ft(0rp): Dragonborn are normal speed
Ability Modifiers: +2Str +2Cha -2dex(0rp): Dragonborn are physically strong and as naturally charming as dragons, However they lack finesse.
Language: Dragonborn begin speaking Draconic and Common, with high Int they can learn the following languages- Elven, Dwarf, Goblin, Orc, Giant, Aklo, Gnome, Halfling.(0rp)
Draconic Heritage:(2RP)Dragonborn choose a Chomatic or Metalic dragon type at creation. They base all their energy resistance and breath weapon on this type. Additionally Dragonborn are Immune to paralysis and gain a +2 to saves against Enchantments-(Addapted from Elven immunities):Note- this does not count as a Draconic bloodline however Dragonborn must choose the same color if they ever choose a Draconic bloodline in the future
Natural armor:(2rp) Dragonborn. Have hard scales, granting them a +1 natural armor bonus to AC.
Energy Resistance:(1RP) Dragonborn Have 5 Energy resistance based on the dragon type choosen with Draconic Heritage
Breath Weapon:(1+1RP) Dragonborn start the game with a a breath weapon. This breath weapon uses the same shape and energy type as Draconic Heritage. They start with a breath that deals 2d6 damage with a DC of 10+Constitution modifier. This can be used 1+ your con modifier times a day. This can be made stronger through feats(See below)
Claws:(2RP) Dragonborn have 2 claw attacks that deal 1d4 damage each. These count as primary attacks unless used in conjunction with a manufactured weapon.
Low light vision(1RP): Dragonborn can see 2 times as far in dark.
Special Feats:
Improved Breath weapon
Prereq: Dragonborn, lvl 5
Description: your Breath weapon now scales with your level: Treating you as a Sorcerer with the Draconic bloodline -2 levels. The DC to save also becomes 10+ your Con mod+ 1/2 your Hit dice.
This does not stack with breath weapons gained from other sources
Alternative Racial traits:
Replaces breath weapon:
Elemental Assult: you may sheathe your weapons in the energy of your Draconic Bloodline! For 1+your con modifier rounds per day you may apply 1d6 of your choosen element to your weapon. This does. Otherwise stack with energy gained from other sources.
*Cough*
Now, Please ask if you have any questions.
I plan to Run this until June 30th, And will be selecting 3-4 players, Making a small group. Mostly on the account I don't want to be bogged down with multiple tables like i attempted before my Hiatus.
Howdy once again, now that I have my internet back up, and a good stable connection, I'll be able to post more often!
Therefore I now have time to post this-
First- If you are unfamiliar with the rules for mutants band masterminds 3e, they can be found Here
Anyways, I will be running a game based in the old man Logan universe-
For those unfamiliar here's what I can give Without spoiling too much- Heros are loosing. It all started with an event that resulted in the death of all the X-Men save for wolverine. From there it trickled down. All the mainline heros began to fall, turn evil, or die at the hands of their villans.
Now I'll be starting this off shortly after the X-Men incident, So that we don't have to worry about the basically a post apocalyptic world... Because your in the apocalypse! From the start I'm gonna have SHIELD be guiding you, and you'll be basically trying to help them reestablish control before things get too much for them to handle.
Other than that- All you need is some basic knowledge on the marvel universe and a character concept.
Creation rules
We will be starting at power level 8- as this is the baseline for most actual heros in marvel.
From there I only have a few limits- 1) IMMORTALITY MUST BE LIMITED. This means if your are the immortal power you best expect me to kill you a few times- and you must have a way that will keep you dead- at least temporarily...
2) Aliens are gonna be on a case-by-case basis. Most aliens in marvel could care less about earth, the only ones really around being the Skrul and symbiotes.
3) you will have to specify of your powers are from being a mutant- Being augmented via experiments or accident, or are magical/occult in nature- as all exist and all have quite different ramifications... For example being a mutant- means your more likely to be blasted by a Sentinel while simply being an iron-man rip-off doesn't.
4)NO BASES- America is at war- you have no hiding places to go sneaking off to.
Howdy everyone- You may recognize me from the Planescape In Pathfinder thread. And yes I am working on that :P
But this has been something I've been wanting to do, And none of my RL friends do... I want to play a mutants and masterminds game! Of course I'm not sure who knows how to play this game, so I'm just tossing out an interest check before I try diving headfirst into the game.
I want to do something based in the "Old Man Logan" universe from the comics- The one where Logan -(Spoilers omitted)- and the world was divided up and made into the villians' playground.
Storywise I'm more interested in something happening shortly after the Logan incident- Before the Villians had their hayday- and your characters will be heros, villians, or neutral party as the world around them reacts to the fall of the greatest heroes known.
Overall this is just to gauge interest for now...
If I was gonna give out rules now I'd say- Power level would be about 10, and things like Immortality will have to be limited. No-one with the "oh, I can't be killed" powers.... The marvel universe only has a few people who actually CANT DIE and most of them are villans. It's been shown that even the most powerful beings can die...
Welcome to Sigil. Located at the top of the spire in the very center of the Outlands- This City is an Icon to all planiars, and a Mystery to all Primes. In this City a mortal man might converse with an Astral Deva and a Terrible Pit Fiend, On the same day! Perhaps even at the same table. It's been decades since the Faction wars, Leaving some lost to history, and others struggling to Survive.
But the politics Of Sigil mean little too you, A simple adventurer. Your out to fight for glory, redemption... Perhaps you seek something more. Some way to remove a curse, or enact vengeance apon a rival. In the end only the work of an Adventurer has given you any leads.
Rumors have been whispered in Sigil, the City of Doors. Roumors that doors are begining to close. Portals that once led to powerful worlds, Lost kingdoms, and rich cities have began to shut. Portals no longer able to reach such worlds. Any Primes from those worlds are cut off from returning, unknown magic preventing them from going back. Some folks are worried, others figure if such things where a threat to Sigil or any of their planes, it would be a long time before they would be effected...
Hello everyone, I am The lone DM, Your Guide to the City of Doors. those of you new here can become easily lost in the winding streets and dark corridors filled with Demons and Angels alike. If you are not careful, One can get seriously hurt...
Me as a DM:
I'd like to explain some basic Home rules I Have, as well as let you know how I play as a DM. I'm very lax as a Dungeon master, and Find RAW to be quite restrictive at times. And for me the rules should be the Arbitors of Fun. Therefore I tend to flex and bend the rules to better allow the freedom that comes with playing any role-playing game.
So- if you have any questions about Rules and how I view them, go ahead and ask. I do keep most rules, as Paizo does a good job of laying good framework, But if there are any contradictions or strange limits you think should be addressed, Please bring them up. For example- If a species cannot see but has a sense like Blindsense to see things- in my mind that doesn't make them completely blind beyond what their Blindsense allows.
Custom Races and how I play them:
Okay, First off let's lay down the ground rules- Custom races are gonna be allowed for thos game. However I'm gonna be quite the stickler for details, and if I sense any excessive use of RP I will be less likely to consider a race.
How to format a submission for a Custom race:
Okay, Above the traits I'd like you to explain the inspiration for the race, as well as give a short background on what your race is,What they look like, and the culture of your race.
After this I'd like a simple explanation of their opinions on other races- Just the core races no need to go over the 30 something races Paizo has
From here comes the traits and such.
I first want to state that I will be incorporating some changes to Type and Size RP: First- Being Tiny is only 2RP instead of 4, and being large is only 4RP instead of 7, and neither grants a stat bonus. Another thing I'd like to add-on The ability of flying no longer cost 4 RP but 2, however you may still pay 2 extra for the greater speed
And here is an example of the format of like for the traits and qualities:
Trait name: Blurlge are terrible creatures who have no stat binuses, are completely useless, and stink so much they are avoided at all cost.- RP cost
Total RP: Terrible
So- for each trait as well as the Ability modifiers, I'd like you to Explain how your race has these abilities rather than just copy/pasting from the race Builder page. This makes your race Unique and ties it up in a bow. Another thing of like to say- you may reflavor the names of each quality as long as you explain what they do and next to the RP cost explain what they where. You may also reflavor certain abilites with different ones.for example: Elven immunities make you immune to sleep spells and Grant a +2 to saves against enchantments. Well you may reflavor this to instead make you immune to Paralysis and Grant a +2 to saves again Necromancy spells.
You may also make your own traits- So long as they dont outdo any other trait and you give an estimate as to what the RP value would be in your opinion.
After you've applied a Custom race I will give my thumbs up or down as to whether you can use it or not ^-^
As for an RP Limit- 20 is your Limit- However you may go over so long as you understand that I may add Weaknesses as a result
Setting based Races:
Dark Sun: there was a Pathfinder Conversion from Dark sun made by Tony Denning and Timothy Brown called "The Athasian Pathfinder Conversion" I Remember finding a link to the PDF somewhere on this website. I really liked their conversions for the races from Dark Sun. I have the PDF On my drive-in However I can't exactly share that with everyone ;P
If someone can find me a link that would be nice, Otherwise Please ask- we will be using the Stats for standard play for any Races coming from Athas- so just ignore the Ability Changes on each race. As for the "Wild talent" ignore that as well- as being away from Athas has broken your natrual Psionic connection to the land
Eberron: there was a conversion I really liked found Here where I'll use the Rules For Warforged and eberron based Races for. You may use the alternative Racial Traits from this website as well so long as they don't Include any Psionics other than Occult Adventures.
Ravenloft: Unfortunately I can't seem to find a good enough conversion for anything Ravenloft related- However you may flavor yourself as being from any of the many lands of Ravenloft quite easily. The Dhampir and Skinwalker fitting in quite well.
Other Settings: Please ask before putting forward any setting specific races- however I will basically allow pretty much any setting so long as it doesn't clash with the theme of Planescape or D&D
Character Creation:
Here's the real meat!
Allowed Content: Official Paizo, and above listed Sources, you may ask about 3pp but don't expect too much.- no spheres of might/power, No Ultimate Psionics
Race:any, See Allowed settings above as well as custom races above.
Special Rule! as part of your race you must specify if you are a Planiar or a Prime. It must be listed under your race and will effect some in game aspects. Any race can be Planiar or Prime. For example- if I'm playing a Human. wizard born on Toril I will have my race listed as "Prime Human". If I'm a Human born in the Astral plane I will have my race listed "Planiar human"
Class: Any Paizo official- Unchained Preffered, however you may apply Vanilla Archetype to Unchained so long as you can replace The equivalent abilities at given levels.
Level: 5(see below for Special rules)
Starting gold: 3000gp
Traits: 2, +1 additional with a drawback
Special Rules: We will be using Background Traits, Background Skills, Automatic Bonus Progression, Unchained Skill unlocks, Occult Skill unlocks, and Varient Multiclassing.
Applying a Template to yourself!: yes! I am allowing you to apply templates to yourself with the increase to CR counting as a Level. You cannot add levels to yourself this way however and any templates that apply a -CR give you their bonuses(or penalties) but don't adjust your CR unless you already have a template. You can only have one positive Temple and one negative template. You must explain in your backstory how you gained these templates and will have to integrate them into your story. If there is a 3pp template you wish to use, Please pass it by me and I will give my approval or not.
Background: I would like you to explain your Characters, Not anything in depth, But a simple explanation as to who you are, where your from, and your motivations, with them I'd like you to apply a 5 minute background.shown here:
1)3 concepts that explain your character
2)2 secrets: one your character keeps from the party, one kept from your character
3)3-5 people with ties to your character (this one isn't needed as much- but you may apply as many or as few as you like)
4)1 goal you'd like your character to achieve, 1 goal you'd like the party to Achieve, and 1 goal you'd like to achieve as a player.
5)I'd like 1 Fear your character possesses as well as 1 Flaw and 1 Positive Trait
For any further questions please ask, I know I may have missed alot for there is quite alot to go over...
Hello one hello all, I've recently come apon an interesting Concept...
Now, I personally have no experience with Sigil or Planescape- But I have recently heard of the dimension known as the outlands and the City inside known as Sigil. Now I'm the kind of person who if something interests me.. I get really into it.
The idea of Sigil, The Lady of pain, and many of the concepts about this world caught me like a hook as soon as I heard of them.
Now, I do understand that Planescape in a sense has infinite potential for any race, From any settting, from any background due to Planescape's nature..
I'm aware the original Planescape was made for AD&D- unfortunately I have no idea how to Play AD&D- But things are pretty easy to convert and Homebrew if your smart enough and familiar with a system. This Probably means if I'm gonna do something like this it will be in Pathfinder...
For now this is Just an interest Check and a way we can establish What rules we are gonna use as well as Rulings on Cutsom races, or races from Specific settings. I'll consider making this a game if I gather enough interest. Other than that I have no real ideas for story so far- however with some help from friends of mine as well as some good old Homebrew- we can find something to do ;P
Greetings folks, before we start I'd like to preface by saying that although this is my first post with this profile, I am actually quite familiar with the website.
This was an idea me and a few friends of mine wanted to do, But I'm unable to do it with them for reasons I'm not at liberty to say. Essentially we wanted to do a Starfinder- game where your characters lead an expedition to colonize a foreign planet. the idea being your characters are in a distant system that has been approved for terraformation and colonization.
Your party has been sent to scout the newly terraformed planet to determine a good landing site for the colony ship due a few weeks after your arrival.
Unfortunately: the method used for terraforming is highly experimental, and often results in hostile and dangerous wildlife. Your job is to catalogue the wildlife and determine if the planet is ready or still requires terraforming.
Character Creation
Starfinder system-
Races: Any- I will allow anything. I'll even allow you to put forward custom races or ask for me to make a race for you (One of my friends wanted to play an uplifted racoon for obvious reasons)
Classes:well there isn't anything but core: so just core I guess ;P
Ability score: 10 points like usual
Everything else: as your standard game- so long as your familiar with the rules
Please let me know if you want anything awnsered, or a race made :P