
GM Eoin |

This is an example of the alias I'd like you to create for your character. Use that format for your online character sheet.
You can write notes, etc for yourself at the bottom if you want aswell.
Look at the BBCode tags below for formatting and how to roll dice.
I usually have speech in bold and magic items and spells in italics.

Wat Lollard |

For the common man MUST be in control of not only his own governance, and his own conscience, and his life, but also his means of making a living! Without this facility, the common man is forever the thrall of those who would seek to exploit him! I say to you, labour shall mbe undertaken for the profit of those who labour, and no others! Who's with me?

GM Eoin |

READ CAREFULLY
I've decided I'm going to be granting everyone heroic distinctions in this game, to try and work it up fromt he lower levels.
You gain your first distinction at 3rd level, and one more at every following level. I'll probably add a few more distinctions in a bit.
These replace most of the big six, and you may no longer purchase those items (no +number armor or weapons, no cloaks of resistance, no amulets of natural armor or rings of protection). YOU MAY STILL BUY BELTS AND HEADBANDS THAT BOOST ATTRIBUTE SCORES.
Imbued: A masterwork weapon or armor can be imbued for 500 gp. An imbued weapon beats DR/magic and the imbued items hardness and hit points are doubled.
Special Weapon and Armor Qualities: These can be added to weapons as normal, though a +1 bonus is added to the total for every quality when determining how much it costs in addition to the standard weapon. Only imbued weapons and armor can gain these special qualities. E.g. a holy flaming longsword costs 50,815gp.
This is the list of available Heroic Distinctions gained by heroes as they level up.
Defensive Training: The character receives a +1 training bonus to the effective armor bonus of any armor, bracer or shield worn.
Improved Defensive Training: The character receives a +2 training bonus to the effective armor bonus of any armor or shield worn. If wearing both a shield and armor, one gets the +2 bonus, while the other gets a +1 bonus. A character must be at least 6th level and have the Defensive Training distinction before selecting this distinction.
Greater Defensive Training: The character receives a +3 training bonus to the effective armor bonus of any armor or shield worn. This provides a +1 bonus to shields similar to Improved Defensive Training. A character must be at least 9th level and have the Improved Defensive Training distinction before selecting this distinction.
Perfect Defensive Training: The character receives a +5 training bonus to the effective armor bonus of any armor or shield worn, and a +3 bonus to shields in the same way as Improved Defenseive Training. A character must be at least 15th level and have the Penultimate Defensive Training distinction before selecting this distinction.
Offensive Training: The character receives a +1 training bonus to attacks and damage with a single type of weapon. This can be taken more times, each time it applies to a different weapon.
Improved Offensive Training: The character receives a +2 training bonus to attacks and damage with a single type of weapon. This ability and all of the preceding types can instead apply three quarters of the bonus to one type of weapon and half to another (minimum 1). A character must be at least 6th level and have the Offensive Training distinction before selecting this distinction.
Greater Offensive Training: The character receives a +3 training bonus to attacks and damage with a single type of weapon. A character must be at least 9th level and have the Offensive Training distinction before selecting this distinction.
Mastered Offensive Training: The character receives a +4 training bonus to attacks and damage with a single type of weapon. A character must be at least 12th level and have the Greater Offensive Training distinction before selecting this distinction.
Perfect Offensive Training: The character receives a +5 training bonus to attacks and damage with a single type of weapon. A character must be at least 15th level and have the Penultimate Offensive Training distinction before selecting this distinction.
Lucky: The character receives a +1 resistance bonus to their Fortitude, Reflex, and Willpower saves.
Blessed: The character receives a +3 resistance bonus to their Fortitude, Reflex, and Willpower saves. A character must be at least 7th level and have the Lucky distinction before selecting this distinction.
Exalted: The character receives a +5 resistance bonus to their Fortitude, Reflex, and Willpower saves. A character must be at least 13th level and have the Lucky distinction before selecting this distinction.
Hardened: The character's natural armor bonus improves by +1. A character must be at least 6th level before selecting this distinction.
Grizzled: The character's natural armor bonus improves by +3. A character must be at least 10th level and have the Hardened distinction before selecting this distinction.
Iron Skinned: The character's natural armor bonus improves by +5. A character must be at least 14th level and have the Grizzled distinction before selecting this distinction.
Hero: The character gains a +1 deflection bonus to AC. The character must be 5th level to gain this bonus.
Legend: The character gains a +3 deflection bonus to AC, replacing the bonus from Hero. The character must be at least 10th level before selecting this distinction and have the Hero distinction.
Myth: The character gains a +4 deflection bonus to AC, replacing the bonus from Legend, and also gains spell resistance equal to their level. The character must be at least 15th level and have Legend before taking this distinction.
There are 18 available above.
In addition, rather than gaining ability scores at every 4th level, I am going to be using an expanded point buy alternate system. Basically when ever you level up you gain points to spend on attiribute scores just like you do at first level. You can spend them when levelling, or save them up, but you can only spend them while levelling not during the middle of adventuring.
You gain one point at 2nd, and one at third. So you all have two additional points to spend on your attributes. You will gain 2 additional points upon reaching 4th level and so on.
1st -
2nd 1
3rd 1
4th 2
5th 2
6th 2
7th 2
8th 2
9th 3
10th 3
11th 3
12th 3
13th 3
14th 4
15th 4
16th 4
17th 4
18th 4
19th 6
20th 8
This will change your wealth as you level, but that will be accounted for off screen.
@Wat: Cloaks of resistance no longer exist in the game. Instead you have a mwk breastplate and a mwk heavy steel shield.

GM Eoin |

The cost to increase a stat is the difference in cost between the old stat and the new one.
Should have made that more clear!
Also, you can take your offensive training in rays.
Training bonuses don't stack with enchancement bonuses.
FINALLY, mark unspeant attribute points on your character sheets. Under the cahracters name
e.g.
NAME BLAP
Unspent ATT x
Male human aardvarkeater 17
etc.

GM Eoin |

Is everyone levelled up?
Oh, just a reminder I'm going to be changing how battle work and enforcing a 24 hour time limit. Which is to say the game moves on every 24 hours, as long as I can reach a PC, this is mostly for combat, so that you have at most a day to post for every round. For an idea of how combat will look, read DM Barcas's Kingmaker, but not too much, as your all destined to play in that campaign eventually! Just look at battles! Either way I'll explain everything at our next battle.