DoubleGold |
We will play Carnival of Tears, Carrion Hill, Crucible of Chaos, then From Shore to Sea.
1. This is an Arcanaless game. Arcana classes of any kind do not exist. You make pick any core, base or hybrid class that is not Arcana. Bards are Divine for purposes of this game. Items that allow you to use Arcana spells do not exist. Spells that divine and arcana users can cast are divine for purposes of this game. All magic weapons, rings, and armor exist. All Wonderous items exist, as they are wonderous items, they can cast arcana spells if you own one. I limited the races too because of it being Arcanaless.
2. Between common place and guns everywhere rules, with the exception that advanced firearms and ammo for them are 25% of the price as listed in the charts and cannot be crafted. Gunslingers start with one advanced Gun for free. Yes modern firearms exist too, but they are quadruple the price as listed in the charts, and ammo for these guns are quadruple the price, as they use different bullets, just take the price of a bullet from the original chart and multiple it by 4 to show you bought a modern bullet. Siege firearms and explosives don't exist yet. Firearms are simple weapons.
4. Machine Gun Rules: Light Machine gun only, the heavy machine gun does not exist. Light Machine Gun only has a capacity of 30 right now. You can fire a burst of 3 bullets as an action, or all 30 bullets as a full round action. And you have to make an attack roll for each bullet fired, keep in mind this means you have 30 chances for a misfire, which means the gun could explode on you. You can also buy an Uzi, which follows the same rules as a light machine gun, but requires only one hand to use, but you take a -3 to all attack rolls and dmg with it, Uzis are messy and wild.
5. You start with 1,000 Gold on mundane items to spend regardless of the Level of the module. You get an additional 3,000 to spend on magic items and guns for each level of the module. So 60,000 on magic items and guns and 1,000 on mundane items if it were level 20. You also get one Titanium item for free. If you thought, Adamantine was the best, think again. Titanium weighs 1.5X the normal object, but for light armor, you get +2 to AC and +2 to DR, while Medium Armor it is 4 and 4, while heavy armor it is 6 and 6. Or if you pick a melee weapon, you bypass hardness like adamantine, you crit threat with one number lower than what the normal weapon allows, and you roll an extra d10 of dmg twice and take the higher result. If a monsters normally has DR 5/adamantine, Titanium will definitely bypass it. You can also pick a single piece of Titanium if you want, but that would be a waste.
6. 25 point buy
7. Core races, Fetchling, Goblin, Hobgoblin, Orc (does not have light blindness), Changelings, Duergar, Kitsune, Samsaran, Strix, and Ogres are allowed. Tieflings, Aasimars, and Sulis are allowed, but they are so rare on the material plane, that I will accept a total of only 1 in the party. Catfolk, Kobold, Ratfolk, Tengu, Grippli and Vanara are also allowed, but I need a Darwins Theory of Evolution explanation as to how you species came into existence. How did an animal from the cat family evolve over thousands of years into a species we call Catfolk? How did Frogs become as smart as every day people.
8. Recruitment ends 7/20/15. Will be doing a party of 6.
DoubleGold |
They gain HD as with their class. I forgot to mention, anyone can sign up for any race, but I will accept only 1 of each race that isn't Core. So if 5 people go for the Ogre race, don't complain that you didn't get picked.
I will also only allow at most 2 animal races, so 3 or 4 from the list of the ones I gave, 1 tiefling, aasimar or suli allowed, and 1 or 2 animals. The 3 from the main list can be a Fetchling, Ogre and a Goblin, just not 3 Goblins.
Philo Pharynx |
OK, that makes more sense. I'll work on that.
Not sure how to pull that off in Hero Lab though,
On the adjustment tab, there's an adjustment to remove racial hit dice. I'm not sure if it's native or if it's a part of ShadowChemosh's adjustments.
And of course, there's this ogre.
DoubleGold |
3k per level, so you will get 1,000 to spend on mundane items, and 15 k to spend on magic items and guns. Any mundane gold you have not spent, you keep, for whatever it is you may need to spend during the scenario if anything at all. Any magic gold you have not spent, you do not keep. But don't worry, when you move onto the next scenario, you can reset your magic items, so you will have the appropriate gold to spend when the next mods start.
DoubleGold |
Titanium is light? What, where do you get that from? I don't think so. I remember a golf channel telling me some of the more advanced clubs are made of Titanium because it is one of the hardest substances on Earth. In fact I look up the density, isn't it also denser, harder and heavier than stainless steel?
drbuzzard |
(put on metallurgist hat)
Densities of some common metals:
Aluminum: 2.7 g/cc
Titanium 4.5 g/cc
Steel 7.8 g/cc
lead 11.3 g/cc
Tungsten 19.6 g/cc
Now you have to understand some terms because some used in materials science can be a touch misleading.
Hardness is one of them. Hardness is roughly a measure of how hard it is to scratch or indent the surface of the material. It doesn't necessarily translate into other measures of strength. Things are often very hard, but plenty brittle so have little strength in practice.
Titanium is a hard metal, but also tends to be on the brittle side. You can help that along with alloying.
Steel is a rather amorphous term because it covers a wide range of alloy compositions which can vary the properties all over the place. Some steel is softer than titanium, some steel is harder.
There are a number of properties which can be considered for gauging the strength of a material.
Young's Modulus: How hard the material is to bend, (stiffness).
Yield Strength: The maximum stress before it begins to plastically deform
Tensile Strength: Maximum strength attained after plastic deformation
Hardness: resistance to scratching/indentation (tracks with yield strength and/or Young's Modulus)
Toughness: Amount of energy required to cause fracture (related to a bunch of properties).
Basically if I chose to characterize adamantine in current metallurgical terms, it would be nanostructured steel.
thunderbeard |
Titanium is light? What, where do you get that from? I don't think so. I remember a golf channel telling me some of the more advanced clubs are made of Titanium because it is one of the hardest substances on Earth. In fact I look up the density, isn't it also denser, harder and heavier than stainless steel?
Tolkein all but said that Mithril was just Dwarf-mined native Titanium (the properties are basically identical). This isn't necessarily identical to Mithral, because Gary Gygax changed one letter of the name over copyright issues. (@drbuzzard: Titanium's stiff, but has a pretty high tensile strength)
Adamantine is either based off diamond (historically called "Adamant") or the fictional metal Adamantium from the Marvel Universe (again, with name changed). It doesn't fit any normal metals, but you could definitely approximate it with nanostructured metals or diamond-coated knives/armor, with diamond coating being an actual reasonable technology.
As for harder metals? There are materials like Vitreloy and nano-structured diamond that are far stronger than their normal counterparts, and continuing to be improved. I'd be very, very cautious about giving +6 AC to heavy armors though, as it gives them a massive edge over light armor.
drbuzzard |
Tolkein all but said that Mithril was just Dwarf-mined native Titanium (the properties are basically identical). This isn't necessarily identical to Mithral, because Gary Gygax changed one letter of the name over copyright issues. (@drbuzzard: Titanium's stiff, but has a pretty high tensile strength)
Titanium has a fair tensile strength, but you can beat it with a lot of steels. Don't get me wrong, titanium is a neat metal, but it's major property advantages are fairly low density, heat resistance, and corrosion resistance.
Adamantine is either based off diamond (historically called "Adamant") or the fictional metal Adamantium from the Marvel Universe (again, with name changed). It doesn't fit any normal metals, but you could definitely approximate it with nanostructured metals or diamond-coated knives/armor, with diamond coating being an actual reasonable technology.
Adamantine is a metal from classical Greek mythology. It well predates Marvel. Gygax just grabbed it from there.
As for harder metals? There are materials like Vitreloy and nano-structured diamond that are far stronger than their normal counterparts, and continuing to be improved. I'd be very, very cautious about giving +6 AC to heavy armors though, as it gives them a massive edge over light armor.
He was giving out DR 6, not +6 to AC iirc.
Philo Pharynx |
...and here's Bekri Gundancer, master of the Gun Kata.
Bekri Gundancer
Hobgoblin fighter (trench fighter) 3/monk (kata master) 2 (Pathfinder RPG Advanced Class Guide 104, Pathfinder RPG Advanced Race Guide 120)
LN Medium humanoid (goblinoid)
Hero Points 3
Init +4; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 20, touch 20, flat-footed 15 (+2 deflection, +4 Dex, +1 dodge, +3 Wis)
hp 44 (5 HD; 2d8+3d10+12)
Fort +8, Ref +8, Will +7 (+1 vs. fear)
Defensive Abilities evasion
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Offense
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Speed 30 ft.
Melee titanium kama +9 (1d6+2+2d10k1/19-20) or
. . titanium kama flurry of blows +8/+8 (1d6+2+2d10k1/19-20) or
. . unarmed strike +9 (1d6+4) or
. . unarmed strike flurry of blows +8/+8 (1d6+4)
Ranged +1 revolver +9 (1d8+5/×4)
Special Attacks flurry of blows, opportune parry and riposte
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Statistics
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Str 14, Dex 18, Con 15, Int 12, Wis 16, Cha 8
Base Atk +4; CMB +6; CMD 26
Feats Amateur Gunslinger[UC], Deflect Arrows, Deft Shootist Deed[UC], Dodge, Extra Grit[UC], Improved Unarmed Strike, Mobility, Weapon Finesse
Traits failed aspirant, quain martial artist
Skills Acrobatics +12, Climb +6, Escape Artist +8, Intimidate +3, Perception +10, Sense Motive +7, Stealth +14, Survival +8, Swim +6; Racial Modifiers +4 Stealth, derring-do
Languages Common, Dwarven, Goblin
SQ deed: gunslinger's dodge, hero points, panache, trench warfare
Other Gear +1 revolver, titanium kama, metal cartridge (50), amulet of mighty fists +1, beneficial bandolier, ring of protection +2, backpack, bedroll, belt pouch, flint and steel, gunsmith's kit, hemp rope (50 ft.), mess kit, pot, soap, torch (10), trail rations (5), waterskin, 226 gp
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Special Abilities
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Amateur Gunslinger Although you are not a gunslinger, you have and can use grit.
Beneficial bandolier (50 @ 0 lbs) Teleport bullet/powder into gun as swift action.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deed: Derring-Do (+4 extra dice) (Ex) Use 1 panache, +1d6 to Escape Artist, Fly, Ride, or Swim check. On a 6, roll another die.
Deed: Gunslinger's Dodge (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Deft Shootist Deed Deft Shootist (Ex): Spend 1 grit point as a free action. You do not provoke attacks of opportunity when shooting or reloading your firearm until the end of your turn.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Failed Aspirant (Disarm, 1/day) Perform chosen maneuver without drawing atk. of opp., at +2 bonus.
Flurry of Blows +3/+3 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Panache (Ex) Gain panache, use unarmed/monk wep with certain deeds, and can spend ki for deeds.
Trench Warfare (Ex) +2 to AC bonuses from cover.
Amos Windelton |
Here is Wondering Monsters submission:
Shaman 5
Male Half-Elf
LN Medium
Init +6 ; Perception +18;
Low Light Vision
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DEFENSE
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AC 24, touch 13, flat-footed 21 (+3 dex, +10 Armor, +1 Nat)
HP 50 4DR
Fort +3, Ref +6, Will +11 +2 bonus against enchantment
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OFFENSE
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Speed 20 ft.
Melee
Tree Limb Ability - Nat attack - +7 1d8 x2
dagger +7 1d4 19-20x2
Ranged
Revolver +8 1d8 x4
Space 5 ft., Reach 5 ft.
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SPECIAL ABILITIES
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Eleven Immunities - Immune to magic sleep; +2 saving throw against enchantment
Spirit - Wood
Spirit Animal
Spirit Magic
Spirit Ability -
Tree Limb - 3/day Swift action, one arm turns into a treelimb, slam attack 1d8 damage
HEX -
Flight - Feather fall at will;+4 swim; Levitate 1/day; fly minutes/day = to level, need not be consecutive
Healing - Cure Moderate wounds 1/day per creature
Wandering Spirit - Changeable daily
Heavens - Stardust
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STATISTICS
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Str 8, Dex 18, Con 12, Int 12, Wis 22, Cha 10
Base Atk +3; CMB +2 (misc mods); CMD +14
Feats:
Weapon Finesse
Skill Focus Perception
Point Blank Shot
Improved Familiar
Traits[b]
Seeker - +1 perception, and its a class skill
Reactionary - +2 initiative
[b]Skills (X Points - 1 class, 1 race, etc):
Heal +8 (1 rank, 5 wis, 3 class)
Fly +8 (5 rank, 3 dex, -3 armor, 3 class )
Knowledge nature +5 (1 rank, 1 int, 3 class )
Knowledge Planes +5 (1 rank, 1 int, 3 class )
Knowledge Religion +5 (1 rank, 1 int, 3 class )
Perception +18 (5 rank, 5 wis, 3 Skill Focus, 2 race, 1 trait , 3 class)
Ride +4 (1 rank, 3 dex, -3 armor, 3 class )
Spellcraft +7 (3 rank, 1 int, 3 class )
Stealth +5 (5 rank, 3 dex, -3 armor)
Survival +8 (1 rank, 5 wis, 3 class)
Swim +3 (-1 str, 4 hex)
Languages:
Common
Elven
Gnome
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GEAR/POSSESSIONS
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Money: 677 GP
Backpack
Bedroll
spider silk rope
Titanium Agile Breastplate (+10 armor ;+3 max dex;-3 armor check; +4 DR)
Revolver
30 Ammo
dagger
Heavy horse
Military Saddle
Headband of inspired wisdom +2
Belt of incredible Dexterity +2
Cloak of resistance +1
Amulet of Natural Armor +1
Pearl of Power (1st)
Pearl of Power (1st)
Elixir of Hiding
Elixir of Swimming
Potion of cure light wounds
Potion of Cure Light Wounds
Potion of Cure Light Wounds
Potion of Protection from Evil
Potion of Jump
Potion of Endure Elements
Potion of Hide from Undead
Potion of Bless Weapon
Potion of Sanctuary
===================================================
0-Level
Detect Magic
Read Magic
Stabilize
Light
1-Level
Color Spray
Feather Fall (at will from flight hex)
Entangle
Cure Light Wounds
Burning Hands
Monkey Fish
Produce Flame
2-Level
Barkskin
Levitate (from flight hex)
Hold Person
Resist Energy
Flame Blade
Hold Person
3-Level
daylight
Call Lightning
Protection from Energy
N Small outsider (air, elemental, extraplanar
Init +7; Perception +8
Senses darkvision 60 ft.;
[b]DEFENSE[b]
AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
hp 25
Fort +4, Ref +6, Will +0
Defensive Abilities air mastery; Immune elemental traits
[b]OFFENSE[b]
Speed fly 100 ft. (perfect)
Melee slam +6 (1d4+1)
Special Attacks whirlwind (DC 12, 10-20 ft.)
[b]STATISTICS[b]
Str 12, Dex 17, Con 12, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +2; CMD 15
[b]Feats[b]
Flyby Attack
Improved Initiative
Weapon Finesse
[b]Skills[b]
Acrobatics +7
Escape Artist +7
Fly +17
Knowledge (planes) +1
Perception +8
Stealth +11
Languages Auran
[b]SPECIAL ABILITIES[b]
Air Mastery (Ex)
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
Ht: 6' 0"
Wt: 190 lbs
Age: 30
Hair: Black
Eyes: Blue
Skin: White
Amos Windelton grew up in a small village on his family farm. His Elven mother died during childbirth, so he never knew her or his Elven family. His father the farmer is human. Amos farmed with his father for many years. It was a happy life but at the same time, boring. Amos felt like he was missing out on something.
Not to long ago, his father passed away. Amos was left to farm on his own. He continued to do so as that is all he knew. Then one day the tree's and plants seemed to speak to him. He would have dreams of the undead. He could swear that the plants and trees were whispering to him. At first Amos thought that he was losing his mind. Then he began to manifest magical powers.
Once he learned to commune with these spirits and control the power, he had a decision to make. That is when he set out looking to take on these undead that the spirits were whispering about.