
DM Azure_Zero |

I'm planning on running a Little prequel adventure for those with interest in The Sunless Citadel Adventure, I've already chatted with Coffee Dragon and he likes them, but may change them when he runs the real McCoy of the adventure for the players.
I warn you now, this mini home-made adventure will be short, but also harkening back to Old School D&D. GT
So You'll want some brains to think, as not everything will be as it seems.
But also expect some hijinx to be played out.
There will be No looting corpses or XP, but at the end 500 GP worth of Equipment, or a chance to trade in your gear for upgraded stuff before the main event.
Coffee will also be able to observe which players he'd like to take in as I'm running a Larger party then what Coffee Dragon is planning on running.
Which I know will suck if more then planned meshes well together, but things are what they are.
Character creation here will be varying degrees of Simple Freedom or Ordered Chaos (like in some of my previous games)
You can choose which path you want, and when you gamble the results are the results.
Initiative System used: Us Vs Them
Maps: One main room(s) map that will be attempted to be updated so you can track the rooms you go through.
Player Posting Rate: Please aim for atleast posting once every day or two....
Party Size: Taking between 7-10 characters.
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I will also audit the characters to make sure they match the CC rules.
So please list the BOGO feats together, along with any flaws taken, and make it easy to see the math.
Template for those that need an starting point for their character sheet.
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Character Submissions: only One at a time, and changes require notice if taking certain options.
Stats: Choose one (Simple Freedom, or Ordered Chaos), once choice made it is stuck for the submission
Point_Buy: 20 PB, (Stats Min 10, Max 16 Pre-racial)
Or
New Hybrid PointBuy_Dice System at 25 PB (Stats: Min 8, Max 22 Post-racial)
(If templates being used PB will be reduced as noted Below)
(Since it is one that folks tend to have a hard time with due to the need for constant looking up of tables to find which dice to throw,
I'll roll the stats with the system, and here is the link to the system for transparency of tables and it's rules)
Traits: 3 (One Social* and One Regional, Last one is either Combat, Faith, Race or Religion, No Drawbacks.
*If going for Rich Parents come up with a really darn good backstory that explains Everything, The source of the money and HOW + WHY they are adventuring.
Traits Limited to Ultimate Campaign as Listed
Social and Regional traits will help build character backstory.
Classes allowed: Core Rule Book + Alchemist, Oracle, Ninja (And 3.5 Racial Paragons for the Core Races and Half-Frostfolk, I'll get to posting them as needed)
-> One Class Change (Fighters get 4 Skill points, not 2)
(Unchained Classes: No) Class must be picked and selected when choosing stat method above and if Using a template as listed below.
Changing the class will count as a change in submission with it's impacts as mentioned with the templates below.
Level: 1
Archetypes sources Allowed: APG only
Races: Core (can use Non-core traits, but limited to 2 non-core racial traits)
Non-Core races require gambling your Race with only 1 chance.
Pick 3 Core races and one Featured or Uncommon Race (As listed in the ARG) and Put the first 3 Core races in order from 1-3, the Non-Core will be 4 and The GM rolls the 1d4 that decides the race
It's result will be the race used for the character.
Or
Pick a core race and at the Cost of X worth of PB of one's Stats you can select template Listed Below (Template data will be dumped on request to avoid confusion of what it gives)
But since creatures with templates are rare, there will also be a Limit to the number of submissions that can use any one template.
No more then 1 or 2 character submissions can use a template; First Come, First Served.
Changing your Character Submission will release from you, the template taken putting it up for grabs for 24 Hours for someone else to grab it if they want it.
If the template is taken and not replaced by one with same or less PB cost, you'll be refunded the PB cost left for upgrading your stats.
(Taking a template may cause interaction reactions from the NPCs will have other normal and RP effects from the template when I give the dump
As A good way to make a racial variant of a Aasimar or Tiefling that is closer to the base race.)
* Celestial (2 PB, Limit: 2/2)
* Fey-Touched Creature (2 PB, Limit: 2/2)
* Fiendish (2 PB, Limit: 2/2)
* Half-Satyr (3 PB, Limit: 2/2)
* Half-Ogre (4/5 PB, Limit: 1/1)
There is Medium and Large Size versions
* Draconic (5 PB, Limit: 2/2)
* Feral (5 PB, Limit: 1/1)
* Fey Creature (5 PB, Limit: 1/1)
* Nymph-Touched (5 PB, Limit: 1/1)
* Half-FrostFolk (5 PB, Limit: 2/2)
* Half-Minotaur (5/7 PB, Limit: 1/1)
There is Medium and Large Size versions
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Non-Core Race trait sources: Full Archive*
*Can take up to two, (one to one, many to one), or one (one to Many)
Alignment: Non-Evil
Background Skills: Yes (But one has to be; profession(), perform(), or craft())
** I recommend having at least one or two knowledge skills if you can afford the skill points, you'd be surprised at how helpful they can be.
Starting Cash: Average for the Class
Starting HP: Max 1st level (HD + CON_MOD) , (1/2 HD + 1 + CON_MOD for following levels)
Feats, Spells and Class options allowed: CRB, Advanced Players Guide (Feats only; Races of the Dragon for Draconic Characters, Frostburn for Half-frost or northern characters)
I recommend using the Legacy PRD for looking up stuff you'd like to use
As it is sorted by book, which makes it easier to check that it is a valid option.
Equipment Sources: CRB, Advanced Players Guide, Arms and Equipment (Weapons only with no PF version existing) Frostburn (if playing a Northern Character)
Feat Changes: since some feat never see use now a days.
Power Attack and Combat Expertise are free if you have the requirements met,
and to make it easier to get the combat maneauver feats that are hardly taken.
Combat reflexes will augment both; Deflect arrows and Snatch arrow feats, such that you can do so each round equal to Dex mod + 1, if you have Combat Reflexes
Certain feats will be BOGO (Buy One, Get One free), Only for the first level, and can't be swapped with retraining
(Half-elf trait Adaptibilty and Human Bonus Feat or racial traits that give a BOGO will not count for BOGO usage, nor will combat feats as Fighter bonus feats)
BOGO list (Can only take one per point if multiple choices (i.e can't take two; profs, skill or save feats), ignore requirements, unless stated)
* Exotic Weapon Prof or other prof feats (weapons or armour), Can take Exotic weapons from D&D 3.X's Arms and Equipment Guide (as long as there is not a PF version).
* Skill feats (i.e. alertness, Stealthy, skill focus) (Half-elf trait Adaptibilty will not count for BOGO)
* Save Feats (Great Fort, Lightning Refelxes, Iron Will)
* "Improved" Combat Manuever feats (Improved Grapple requires Improved Unarmed Strike)
* Improved Unarmed Strike (Good for the characters that tend to start Bar fights)
* Deflect arrows (Requires Improved Unarmed Strike)
* Snatch Arrow (Requires Deflect Arrows)
* Combat Reflexes
* Cunning
* Endurance
* Cold Endurance (for Northern Characters / FrostBurn)
* Improved Cold Endurance (requires Cold Endurance, for Northern Characters / FrostBurn)
* Heat Endurance (for Desert Characters / SandStorm)
* Improved Heat Endurance (requires Heat Endurance, for Desert Characters / SandStorm)
* Toughness (only one that can be taken upto twice as BOGO)
* Additional Traits
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FLAWS:
Flaws can really flesh out a character and give them some character and something realistic about them.
So I'll allow Players to take ONE or TWO Flaws (2nd Flaw should really have an direct inpact on character) to pick up one pair of BOGO feats above for each flaw as listed below.
And I'd like to see a variety in the flaws taken if folks pick them up.
If you opt not to pick up a flaw, then I ask that you give the character a fear that is impactful (No, I'm a fear coconuts on a tuesday while I am in the tundra kinda crap) and or
a complex or something they are sensitive about that if mentioned by someone may cause a reaction (like; anger, embarassment, crying, downing a bottle of Vodka) from them.
And No BOGO Feats taken can counter a Flaw, i.e No Meager Fortitude and taking Great Fort to counter it at first level where BOGO is in effect.
This means if you take Meager Fortitude, and you regret the flaw, you'll need to suck it up until 5th level to pick up Great Fort without BOGO in effect.
Another example is Vulnerable, can't take Dodge or ANY other AC boosting feats (other then Armour Profs those are valid, since you buy the armour) until 5th level.
* Ditzy (-2 to All Int Checks and Skills, Can't take the feat Breadth of Experience, INT 10+)
* Feeble (-2 to ALL STR and DEX Checks and Skills)
* Inattentive (-4 Perception and Sense Motive)
* Meager Fortitude (-3 Fortitude Save)
* Non-Combatant (-2 Melee Attack)
* Poor Reflexes (-3 Reflex Save)
* Shaky (-2 Ranged Attack)
* Slow (Base Land Speed Halved)
* Vulnerable (-1 to AC (Applies to All 3; Full, Touch, Flat-Foot))
* Weak Will (-3 Will Save)
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Recruitment thread closes July 11th or sooner

Djack |

Let's see: 25 PB
Roll 1: 2d3 + 12 ⇒ (1, 2) + 12 = 15 so... 25 - 7 = 18 PB
Roll 2: 1d8 + 10 ⇒ (6) + 10 = 16 so... 18 - 10 = 8 PB
Roll 3: 1d6 - 1d3 + 10 ⇒ (5) - (2) + 10 = 13 so... 8 - 3 = 5 PB
Roll 4: 1d6 - 1d6 + 10 ⇒ (3) - (4) + 10 = 9 so... 5 + 1 = 6 PB
Roll 5: 1d6 - 1d6 + 10 ⇒ (1) - (5) + 10 = 6 so... 6 + 6 = 12 PB
12 PB = 16 with 2 left over, bringing Roll 5 up to a 7.
15, 16, 13, 9, 7, 16 = 25 PB

DM Azure_Zero |

Let's see: 25 PB
[Dice=Roll 1]2d3+12 so... 25 - 7 = 18 PB
[Dice=Roll 2]1d8+10 so... 18 - 10 = 8 PB
[Dice=Roll 3]1d6-1d3+10 so... 8 - 3 = 5 PB
[Dice=Roll 4]1d6-1d6+10 so... 5 + 1 = 6 PB
[Dice=Roll 5]1d6-1d6+10 so... 6 + 6 = 12 PB12 PB = 16 with 2 left over, bringing Roll 5 up to a 7.
15, 16, 13, 9, 7, 16 = 25 PB
Spot on you got the usage right, but need to have that 7 as an 8 at a min or the race you picked boosts that 7 into a 9. As Stats need to be Above 8 Post-Racial Adjustments
Also class has to be picked with the Stat Gen Method, as it is part of the gamble with the stats.

Djack |

Djack wrote:15, 16, 13, 9, 7, 16 = 25 PBSpot on you got the usage right, but need to have that 7 as an 8 at a min or the race you picked boosts that 7 into a 9. As Stats need to be Above 8 Post-Racial Adjustments
Also class has to be picked with the Stat Gen Method, as it is part of the gamble with the stats.
Thanks for the feedback! I can start over :)

Djack |

Yeah, it was slightly buried, so I was gonna let the first hiccup slide some.
But yeah, Pick Stat Method, Class and Race(Core, Gambled feature/uncommon, or Template) in one pop for the submission.
Gracious of you... can bring the 15 >> 14 and the 7 >> 8.
How about a half-orc monk with the Overlooked Mastermind alt racial trait.
14, 16, 13, 9, 8, 16

Djack |

DM Azure_Zero wrote:Yeah, it was slightly buried, so I was gonna let the first hiccup slide some.
But yeah, Pick Stat Method, Class and Race(Core, Gambled feature/uncommon, or Template) in one pop for the submission.
Gracious of you... can bring the 15 >> 14 and the 7 >> 8.
How about a half-orc monk with the Overlooked Mastermind alt racial trait.
14, 16, 13, 9, 8, 16
I'll bow out of this set of stats... will reroll declaring race & class, if I can think of something.

Djack |

@DM Azure_Zero
As a Monk, would love to take Exotic Weapon Proficiency (Kusarigama <<< Link), but BAB = 0, disqualifying me for Exotic. Any way to get this?
Can I take it and only get the benefit when he has BAB +1?
My Flaws will be Non-Combatant (-2 Melee Attack) & Shaky (-2 Ranged Attack), if that matters.

Djack |

And, I suppose... most importantly, is the kusarigama (kusari-gama) or each end of it, eligible for Weapon Finesse?
I see a non-DnD/Pathfinder SRD saying so, but wondering if there is an official source.
Not a rules lawyer, but Spiked Chain <<< Link works with Weapon Finesse, it's also two-handed, flail... but shorter and way heavier (10 lbs vs 3 lbs).
OK... back to the drawing board for me! Thanks for your time.

Djack |

Not sure if it would help, but... fund this Wizards DMG Errata:
Kusari-gama*† 10 gp 1d6/1d4 x2 — 3 lb. Slashing/Bludgeoning
Kusari-gama: A kusari-gama can be used either as a double weapon or as a reach weapon. You can fight with it as if fighting with two weapons, incurring all the normal attack penalties as if using a one-handed weapon and a light weapon. In this case, you can only strike at an adjacent opponent.
If you use the kusari-gama as a reach weapon, you can strike opponents 10 feet away with it. In addition, unlike other weapons with reach, you can use it against an adjacent foe. In this case, you can only use one end of the kusari-gama effectively; you cannot use it as a double weapon. You can choose which end of the kusarigama to use. The kama end deals 1d6 points of damage and is a slashing weapon; the chain end deals 1d4 points of damage and is a bludgeoning weapon.
You can make trip attacks with a kusari-gama. If you are tripped during your own trip attempt, you can drop the kusari-gama to avoid being tripped.
When using a kusari-gama, you get a +2 bonus on your opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed if you fail to disarm your opponent).
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a kusari-gama.
I had searched for: Dungeon Master Guide errata kusarigama