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I've recently decided to try a form of Pathfinder that revolves around the PCs being normal, every-day people that suddenly wake up on an island with amnesia. The PCs must survive on the island, worrying about constant (and relatively realistic) dangers. The catch is that when they die, they revive on a stone pedestal with all of their abilities intact.

One feature is that the PCs level up with actual experience, meaning they have to succeed at a type of check X times before they gain a level in it. This adds some reason to the gaining of skills (no more "I killed a dragon! Now I can appraise diamonds!"), as well as works well with my experience in other systems (most other games I've played use a spending system where you spend experience to get individual skill levels). This system also works when earning Feats, Spells, and sometimes Abilities; the PC trains hard enough, and he learns a new trick. Abilities are awarded when the PC has worked long and hard to improve in an area, like training, researching, or talking whenever they get the chance.

Also, by allowing the PCs to revive for free, I'm allowed to throw whatever I want at them. If I decide a dragon lives on the island, I can introduce him with fly by where he gobbles up a random PC. The catch to the revival system (the catch to the catch, if you will) is that the PCs respawn in 'ceremonial tunics,' meaning any gear is lost. However, since the game will be relatively low-fantasy (magic is rare and very powerful), and since most tools and such are homemade, they won't need to worry about regaining their loot early on.

Another thing about the revival process is that the PCs keep any scars from before. This means that if a PC is stabbed and dies, he has scars on both sides of his body where the sword got him, or if he loses an arm, it's gone for good. If the PC is utterly destroyed (burned, melted, eaten, etc.), then he is reborn in a new body. This is rolled randomly on a chart that offers a much higher variety than the core races (using online resources; there's even a 1/10,000 chance to become a dragon, because why not?). He then loses his past racial traits (including Ability Modifiers) and gains his new race's traits.

The game takes place on a jungle island, which raises many dangers. Most of the water is polluted, either by the ocean, dangerous jungle plants, or just dirt. There are also many poisonous creatures that lurk in the trees, as well as plain old dangerous ones, including pumas and constrictors. As the PCs learn about the island, they can find and connect with one of the various cultures on the island, made up of various races (primarily humans, Lizardfolk, and Boggards), all of which start off as negative to violent against the PCs, but can eventually become allies.

Well, that's the basics. Feel free to tell me what you think or offer ideas. If anyone wants some of the statistical stuff, I can post it.


So... How?

I'm the GM in my group, and one of my players wants to build himself a house in a forest. As we play a sandbox game, and as I am loath to deny him his crazy ideas, I plan to let him build a house. However, there are a few questions I have as to how to go about this:

1. What check is this? I'd say that if he builds a small lean-to, it's a Survival check, but once he gets to the size of a proper house, I think it ought to become either a Craft or Profession. The question is which one. I'd think it would be Profession, but I may be wrong.

2. How long does this take? Let's assume he's building a house made up of small trees (the largest being about a foot across) and mud to fill in the gaps. How long should this take?

3. What does he need? Are small trees and mud enough, or should he really use other supplies, such as stone and straw?

Thanks in advance!