PF1 Ruins of Azlant interest check.


Recruitment


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This is not a recruitment, merely an interest check. Campaign rules follow.

You have been selected to be among the second wave of colonists into the unclaimed islands of Azlant, Congratulations! Report to the Bountiful Venture Company offices along the docks as soon as you can to sign liability wavers before the Peregrine sets sail on the first Wealday of Desnus!

Casting off into the unknown, leaving behind family and freinds to stake your claim on the island chain that used to be the island continent of Azlant before the cataclysm that was Earthfall 10,000 years ago. This is the very ideal of the spirit that infects all adventurers, to step away from the comfortable and safe of the familiar for glory and excitement. What could more exciting then carving out your own home among the bones of the greatest empire to ever have existed!?

House Rules:

Alterations to Heal and Knowledge Religion: All heal spells/channel energy/lay on hands are modified by the casters total heal skill ranks (min. of 0). Example: Joe Bob has put 10 skill points into Heal. He casts cure light wounds for 1d8+3. Say that gives him an 8. Add his heal skill to that and poof, 18! This represents the casters knowledge of the healing and how to properly channel the healing energy to maximum effect. If used offensively, for example channel energy to damage undead, you instead use your ranks from Knowledge Religion. If you have feats that allow your channel to effect outsiders it would be K. Planar.

The bonuses to healing do NOT apply to effects such as fast healing or regeneration.

Nat 20's and 1's: In my games there is a chance for even a 1st level character to impale a dragon through the heart against impossible odds as well as a 20th level rogue tripping and landing flat on his face. Roll a nat 20 and the accomplishment will go above and beyond whatever you are trying to attempt. Roll a nat 1 and it's an automatic failure, regardless of your base attack or skill ranks. Even gods can screw up.

Summoning Spells: Summoned creatures can have any of the following templates applied; celestial, entropic, fiendish, or resolute. With sufficient K. Planar rolls of DC 15+ the following templates will become available on a 1 by 1 basis; aerial, aqueous, chthonic, dark, fiery, or primordial. A good character summoning a creature that is ALWAYS evil (such as a devil or demon) risks alignment shift and vice/versa for evil characters. All creatures that can be called from the Summon Monster spells and the Expanded Summon Monster, Summon Neutral Monster feats are combined into 1 list. All creatures that can be added to Summon Nature's Ally from feats or Archetypes are also combined into 1 list. This also applies to the fiendish and celestial templates.

Traits: 4 to start, 1 must be from Ruins of Azlant. Additional traits are earn via playing the campaign. These are rewards or affects your characters will gain depending on their actions in the campaign.

Skills: Each character will recieve 2 extra skill points per level. They will also recieve 1 bonus skill of their choice that will be considered a class skill.

Craft:Will also be using the alternate crafting system detailed in the description of the Craft Skill, Making Craft Work [Alternative Crafting Rules].

PC vs PC Diplomacy Checks: This will not be allowed to force players to think or behave a specific way. You must convince them with traditional means of roleplay.

Feats: Feats are gained as normal, but additional feats may be awarded by group/character play. Bonus feat awarded at 1st, 5th, 10th, 15th and 20th level.

Gaining Feats:For the most part gaining feats will remain the same however there must be an in-game reason why your character suddenly has a feat. For example a spellcaster gaining a metamagic feat will have done so through training by a higher level caster or through practice during downtime, similar to crafting except without skill checks. I do this not to punish the players but to gain a more thematic sense of your character progression.

Feat Tax: I will be using the system suggested here.

Combat: Players will be given one day to post their turn in combat. By the end of day if a player has not taken their turn, they will be put on delay and combat will proceed normally. GM will roll all initiative rolls to keep from breaking the flow of the PbP.

Magic Armor: Each +1 added to armor enchantment also increases Max Dex by 1, reduces armor check penalty by 1 and spell failure chance by 5%.

Start of Game: What is considered normal equipment like a tent and bedroll and whatnot will be given to you by the Bountiful Venture Company. You will have to pay for weapons, armor, class specific equipment (ex. spell components) and any magic items you might be able to afford.

Character Creation:

-->Attributes: I like high powered games so start off thus; start off with 1 auto 18. Roll 3d6, reroll 1's, drop the lowest dice and add 6. Do that 5 times and you have a set. Do that as many times as you want until you arrive at a set that you like (max of 5 times). You must accept stats as a set, no mixing and matching from individual rolls.

Also there is a 7th stat in my game that represents your characters 'looks', rolled only once after you've settled your base stats. 9-12 is average, <8 is ugly, 13-16 is very pretty. 17< is luminous beauty. Roll 3d6 and that represents your comeliness, no rerolls. You cannot increase/decrease the beauty stat through normal means. The following table illustrates the bonuses from this system.

Beauty/Intimidate
3/+6
4/+5
5/+4
6/+3
7/+2
8/+1

Beauty/Diplomacy
13/+1
14/+2
15/+3
16/+4
17/+5
18/+6

If you have a beauty stat of 16 or higher a number of times per day equal to 1/4 HD you can attempt to charm someone who might be sexually attracted to your character as a move action. The willsave DC for this is equal to 10+1/2 HD+Beauty modifier. The charm is equal to Charm Person spell that lasts for 1 rd/HD.

Conversely if you have a beauty stat of 5 or lower you can attempt to frighten someone. A number of times per day equal to 1/4 HD you can attempt to scare someone as a move action. The willsave DC for this equal to 10+1/2 HD+Intimidate modifier from beauty. This ability is equal to the Fear Spell and lasts for 1 rd/HD.

-->Starting Level: 1st

-->HP: Max.

-->Alignment: No evil.

-->Choose a background from the Occupation and Backgrounds system. The gold you get from that system is your starting gold, maxed.

-->All archetypes allowed.

-->Books allowed: All Pathfinder, no 3PP.

-->Background Skills: Yes.

-->Variant Multiclassing: Yes.

-->Firearms: Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.

-->Forbidden Classes: Antipaladin, Samurai.

-->Races allowed: All from core and advanced race guide. Can modify races up to 13 RP as long as the abilities fall within the theme of the race you are modifying. Races who have RP above 13 cannot be modified.

Combat:

During small(few to one monsters) combat:
Standard book combat rules apply.

During large(many monsters) combat:
Players Initiatives will be averaged, so players may take their turn at any time during the players group turn.

Enemy initiatives will be grouped together as well in the initiative order. They will be placed in respect to the averaged players initiative.

During Combat. Due to its lengthy nature, I will speed up posts to once a day. At the end of each day, the monsters will always take their turn. This is to prevent a month long combat sequence.

Ex.
Combat 1:
Players have an average initiative roll of 8. Monsters average initiative rolls is a 4. In this event, the Players take their turn first, then the monsters will after.

Posting: I expect a certain level of skill with the english language from my players. One sentence responses will usually not be sufficient. Repeated 1 sentence responses will result in the player being removed from my game. There is a built in spell check on the site but I would suggest writing your lengthy responses in a writing program. Blatant poor grammar (with the exception of idiotic character speech) will not be accepted and repeated grammatically incorrect posts can lead to removal. All this means is read over what you write BEFORE posting and spell check. It only takes a minute or two and saves everyone a headache.

At the beginning I will not be militant about grammar or post length as all of the players (myself included) will be getting used to the other players' writing styles. As time progresses however posts should become more fluid and well written as we get more experience as a group. If a character is saying something posting just the speech in bold font is unacceptable. Write your posts as if you are taking part in writing a book.

Major Events:

Spoiler:
I've created these rules based off of several games as both a GM and player so please don't bother trying to suggest an alternative to what is already stated. Any situations not covered by these rules will be decided on a case by case basis.

And above all that please remember when creating your character that you are part of a colonization effort settling on the islands of what used to be the most advanced empire in the world. You were chosen by the Bountiful Venture Company, the financiers of this expedition and they wouldn't choose rabble rousers or people who would end up becoming a problem. Think of how your character would be a benefit to a large group trying to set up civilization in the wild with very little or intermittent support in an area that is overflowing with natural resources and ruins from the most advanced civilization on the planet.

READ THE RUINS OF AZLANT PLAYERS GUIDE.


This definitely sounds interesting to me.

Dark Archive

I would be interested in this AP.


Sounds very interesting! I like many of the additions that you’ve included. They’re cool without being crazy overpowered. You’ve clearly thought about this a lot.


Never played and never GMd this one! Very, very much interested!


Oh dear. I will have something for this, but I might need an evening to read the Ruins of Azlant guide and really sink into the full colonialist spirit before any serious attempts at writing emerge. Consider me intrigued.

I have many questions but will hold onto them for now.


Definitely interested! Read the Player's Guide and seems very compelling.,

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I'm interested too, though there's a LOT to process! 0_o


3d6 ⇒ (4, 5, 1) = 10 = 16
3d6 ⇒ (4, 6, 4) = 14 = 16
3d6 ⇒ (4, 2, 3) = 9 = 13
3d6 ⇒ (5, 5, 3) = 13 = 16
3d6 ⇒ (2, 5, 2) = 9 = 13
- Auto 18 - = 18

Comeliness: 3d6 ⇒ (3, 3, 2) = 8


This is not a recruitment.


It could be.... :D sorry got overly excited


Any questions about general concept and what not, feel free to ask.


Interested.


CLICK ME!


So, I have some questions on a couple of the house rules, just to better understand them.

Quote:
Feats: Feats are gained as normal, but additional feats may be awarded by group/character play. Bonus feat awarded at 1st, 5th, 10th, 15th and 20th level.

Are the feats at 1st, 5th, etc. the ones awarded for group/character play, or in addition to those? Can you give an example of how this would work?

Quote:
Races allowed: All from core and advanced race guide. Can modify races up to 13 RP as long as the abilities fall within the theme of the race you are modifying. Races who have RP above 13 cannot be modified.

Is this limited to the alternate racial traits or any racial traits as long at they fit the theme?


Ruin Explorer wrote:

So, I have some questions on a couple of the house rules, just to better understand them.

Quote:
Feats: Feats are gained as normal, but additional feats may be awarded by group/character play. Bonus feat awarded at 1st, 5th, 10th, 15th and 20th level.

Are the feats at 1st, 5th, etc. the ones awarded for group/character play, or in addition to those? Can you give an example of how this would work?

Quote:
Races allowed: All from core and advanced race guide. Can modify races up to 13 RP as long as the abilities fall within the theme of the race you are modifying. Races who have RP above 13 cannot be modified.
Is this limited to the alternate racial traits or any racial traits as long at they fit the theme?

1) 1,5,10,15,20 are auto bonus. Depending on what happens in the story, more MIGHT be given.

2) Any as long as they fit the theme.

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