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08:05, 26th April 2024 (GMT+0)

Game System & House Rules.

Posted by XandFor group public
Xand
GM, 2 posts
Fri 26 Aug 2011
at 12:46
  • msg #1

Game System & House Rules

The system used in this campaign setting will be Pathfinder and you will be allowed to use any of the basic classes from the Pathfinder Player's Handbook.  From other sources you can use the Alchemist, Cavalier, Oracle, Magus, Gunslinger, Witch or Inquisitor; you can also use some of the variants listed for the standard classes, but tell me which variant you are interested in before making a definite decision.  There will be no psionic classes or races allowed.  Most of the basic prestige classes can be used, but confirm with me before taking any levels in a prestige class.  If you don't have access to Pathfinder material, visit the Pathfinder SRD where you can find most of the material pertaining to playing Pathfinder. The web address is:  http://www.d20pfsrd.com/

Also, there will be several 'House Rule' modifications to the basic rules, which I will list here:

*Humans are proficient in all simple weapons.  If their class already has simple weapon proficiency, they can choose one martial weapon proficiency.  If their class already has martial weapon proficiency, humans can choose proficiency in one exotic weapon of their choice or take the Weapon Focus feat in a weapon that they are already proficient with (excluding eastern weapons).

* The Improved Unarmed Strike feat will, in addition to its regular effects, increase the unarmed damage that you deal by one step.  d2 becomes d3, d3 becomes d4, d4 becomes d6 (This does not apply to monks).  Also, taking this feat will negate the -4 penalty associated with attempting a Disarm Combat Maneuver while unarmed.

* The Greatbow exists as an exotic weapon.  Like a composite bow, the Greatbow has a strength modifier rating.  The minimum strength modifier is +4.  The price is 150 gold plus 150 gold per strength rating, so the smallest Greatbow costs at least 750 gold.  Greatbows cannot be used while mounted.  Arrows for a Greatbow cost twice as much as arrows used by standard bows.  Using the wrong arrows halves the strength rating of the bow and imposes a -2 penalty on attacks.  The craft DC for crafting a Greatbow is a base of 17, +2 for every strength modifier rating that the Greatbow has.
Dmg: d12  Crit: x3  Range: 130  Weight: 5  Type: P

* Firearms exist in the setting as flintlock rifles and pistols (as well as cannons).  Spending a feat in Exotic Weapons (Firearms) grants proficiency in all types of rifles and pistols (note that this means a human can start with firearm proficiency for free, assuming they take a martial class).  If you decide to use these weapons, reloading a rifle takes a full-round action and reloading a pistol takes a standard action.  The Rapid Reload (Firearms) feat lowers the time to reload a rifle to a standard action and a pistol to a move action.

* The Craft (Gunsmithing) skill exists and will allow your character to craft firearms, in addition to being used to repair any existing firearms

* Crossbows have some ability to bypass armor.  A light crossbow will ignore 1 point of armor or natural armor out to its first range increment.  A heavy crossbow will ignore 2 points of armor or natural armor out to its first range increment.  These modifiers cannot reduce the armor or natural armor bonus of the target below 0.

* Players receive a 'Flavor' Feat at level 4.  This is a free feat with restrictions: It cannot provide a combat bonus to the character and must be something that is appropriate to the character in some way.  Example: Skill Focus in a skill that is not a class skill.  Confirm your selection with the GM, please.

* NPCs have a level scale that you can use to gauge their effectiveness.
1-2: Apprentice or Novice with little training and experience in their field
3-5: Trained Professional (most regular soldiers and craftsmen fall here)
6-8: Veteran (Experienced mercenary that's been on several campaigns)
9-11: Expert (Elite military units, high priest of a cathedral)
12-15: Master (Regional champion, a ruler's elite bodyguard)
16+: High Master (Archmages, Professional Dragon Slayers; exceedingly rare)
This message was last edited by the GM at 02:48, Tue 04 Feb 2020.
Xand
GM, 3 posts
Sat 27 Aug 2011
at 09:56
  • msg #2

Player Races

All of the standard races are acceptable as characters, though half-orcs are especially rare and not well-received.  Special races might also be chosen if you tell me what race you wish to use and seek my permission first. I also have included a number of custom 'beastman' races which players can select if they so choose.


Lupin
+2 Str +2 Con -2 Int
Scent; +4 Tracking by smell
Low-Light Vision
Battle Fury: As Barbarian Rage, except +2 Str, +2 Con, +1 Will Saves, -1 AC.  Can fury for 2+Con Mod +1/2 level rounds per day.  If character already possesses a rage or frenzy class ability, extend the duration by 1/2 level rounds a day (minimum 1).
Natural attack: Bite d4 + 1/2 str

Lupin are a humanoid race with wolf-like features.  Their bodies are covered in a dense fur ranging in color from brown to black to gray and their faces end in a snout.  They have a clan based society though individuals are not restricted from leaving to travel or even settle in other territories.  Most other races treat lupin carefully as they are generally aggressive towards people that they don't know, though once a friendship has been formed they find the lupin to be a steadfast, trustworthy, and loyal companion.  Lupin adventurers are fairly common and their natural warrior talents serve themselves and their companions well.

Woren
+2 Dex +2 Int -2 Cha
Base Speed: 40
Low-Light Vision
+2 Acrobatics, +4 climb, +2 Perception
Weapon Familiarity*:  Treat Katana, Tetsubo, Wakizashi, and Shuriken as Martial weapons.  Treat Nunchaku, Kama, Siangham, and Sai as Simple Weapons
Natural Attacks**: 2 Claws d2 + str, Bite d3 + 1/2 str (0/0/-5)

*Woren Rogues gain proficiency with the Wakizashi and Shuriken.

**Woren disdain using their natural attacks, and fight with weapons whenever possible.  To other Woren, using one's natural claw and bite attacks is often viewed as a sign of desperation or madness.

Woren are a humanoid race with feline features.  Their bodies are covered in a light fur that is typically mottled or striped though occasionally a single color covers their entire body.  They have retractable claws on their hands but rarely use them in combat.  Woren society is oriental in style with woren highly valuing personal honor.  Gunpowder and rockets are more prevalent among woren than the other races and they are culturally more advanced than them as well.  As such, woren typically treat the 'lesser' races as inferior to themselves and most people dealing with them find them to be quite arrogant.  Woren rarely leave their lands to live among the other 'barbaric' races but woren can sometimes be found as adventurers,  most preferring to act as loners when in a group of non-woren.

Koban
+2 Dex +2 Wis -2 Int
Base Speed: 40
+2 Natural Armor Bonus
Low-Light Vision
+2 Survival, +2 Knowledge (Nature), +4 Jump
Primitive: Cannot begin with technology based abilities, such as firearm proficiency.  Also gains a -2 penalty in many social situations, but a +2 bonus when dealing with other primitive cultures.
Natural Attacks: Claw d4 + str, Bite d6 + 1/2 str (0/-5)
Pounce: As a charge action, koban can make two claw attacks on a  single enemy.  If both attacks hit and the enemy is the same size category or smaller, the koban can initiate a trip attempt without provoking an Attack of Opportunity.

Koban are a reptilian humanoid race with features resembling deinonychus.  They have a scaled hide and long, heavy tail as well as a toothy maw.  Their feet end in a hooked claw which commonly serves them as a weapon.  Koban society is tribal and quite primitive compared to the other races.  They are more in tune with nature than the other races and prefer the comfort of the wilderness to the cramped conditions found in most cities.  The other races often consider koban to be bestial and tend to avoid them, but in actuality they are anything but.  Reserved and practical, the koban are usually polite and try their best to be inoffensive when in other people's lands.  Koban adventurers are most commonly found when they are traveling to prove their worth to their tribe, or if they are on a quest of importance to their tribe.

Dracil
Type: Dragon
Dracil must take their first four levels in the Dracil Racial Class before qualifying for standard PC classes.

Level  HD  BAB Fort Ref Will Skills  Special
  1    d12  +1   +2   +2  +2    6   +2 Str, +2 Int, Immune to Sleep, Darkvision
  2                                              +2 Str, +2 Con, +2 Natural Armor, Breath Weapon d8
  3    d12  +2   +3   +3  +3    6   +2 Cha, Immune to Paralysis, Elemental Resistance, Elemental Vulnerability, Gliding 30
  4                                               +2 Str, +2 Con, +2 Natural Armor, Breath Weapon 2d8

The Dracil Class skills are: Appraise, Climb, Fly, Knowledge (Arcana), Perception, Spellcraft, Swim, and Use Magic Device.

Dracil are proficient in all simple weapons
Dracil are proficient in Light Armor
Dracil treat the Greatbow as a martial weapon
Natural Attacks: Claw d4 + str, Bite d6 + 1/2 str (0/-5)
Elemental Resistance*: 10+1/2 HD
Elemental Vulnerability*: Dracil take an extra 25% damage from elements opposed to their color.
Breath Weapon*: Con Mod times per day, Ref DC 11+ Con Mod

*Dracil color determines the type of element that they resist (and are vulnerable to), as well as their Breath Weapon.
Black: Acid (Cold), 60' Line
Blue: Electricity (Acid), 60' Line
Green: Acid (Fire), 30' Cone
Red: Fire (Cold), 30' Cone
White: Cold (Electricity), 30' Cone

Starting Age: Dracil are a long-lived race, they will start between 80 and 130 years old.
Languages: Common, Draconic.

Dracil are a draconic race of humanoid form.  Their bodies are covered in hard scales, they have tails, wings, and a toothy maw.  In addition, dracil are known to have the ability to spew forth a breath attack of elemental origins based on their color, akin to the true dragons that they resemble.  Dracil color varies and somewhat impacts their standing in dracil society, though an outsider would have trouble telling how.  Red dracil, the most often seen by other races, seem to have the highest social standing among their people, followed by blues, then blacks, greens, and finally whites.  Dracil have no cities of their own and their villages lay high up in the Ascadian mountains where few non-dracil have ever visited.  Though fearsome, dracil usually have a gentle approach when dealing with other races, like a shepherd tending to his flock.  The exception to this is when dealing with giants of any kind; dracil do not like giants in general, but especially hate ogres and trolls.  Most other races are wary around dracil because their strength and power are well known but there are rarely any instances of hostility.  Dracil can live hundreds of years and more, continuing to grow up until they die.  The oldest dracil ever viewed by one of the other races was approximately eight hundred years old and over sixteen feet tall, a truly fearsome combatant.  Dracil adventurers are usually of the younger variety, most topping out at just over seven feet (Medium), and are most often encountered when trying to 'earn their name,' a practice in which a dracil will perform deeds to earn himself renown and increase their status in dracil society, literally being given a second name of their choice to follow their birth name.  Once having earned their name, some dracil still seek to further improve either themselves or their renown, and it is rare that any group of adventurers would ever turn down such an ally in their ranks.
This message was last edited by the GM at 08:06, Thu 30 Apr 2020.
Xand
GM, 4 posts
Sun 28 Aug 2011
at 09:38
  • msg #3

Character Creation

Characters will start at level 3.

Stats will be determined using Pathfinder's point-buy system.  All characters will have 25 points to distribute between their stats using this cost key:
             Stat     Cost   Stat    Cost
              7        –4       13        3
              8        –2       14        5
              9        –1       15        7
              10        0       16       10
              11        1       17       13
              12        2       18       17

Characters can select up to two traits from the optional traits found in the Advanced Player's Guide.  You can also select a third trait if you take a Drawback appropriate to the character.

Level Advancement will not be based on Experience.  Characters will advance in level at points throughout the story.

Everyone receives 3000 Gold for starting equipment.  No Adamantine, but otherwise anything that you can afford is allowed.

Starting Hit Points will be maximum for your first 3 Levels (or Hit Dice in case of Dracil).  Every level gained after that will grant the average result of Hit Points (1/2 the die +1)

Feat selection can be from any of the feats listed in the Pathfinder SRD feat tree, but none of the '3rd party' feats will be allowed without my prior consent.
This message was last edited by the GM at 07:08, Tue 04 Feb 2020.
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