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13:22, 30th April 2024 (GMT+0)

OOC 1.1.

Posted by DMFor group 0
DM
GM, 2 posts
Sat 1 Apr 2017
at 17:04
  • msg #1

OOC 1.1

Howdy this thread is for Out of Character discussions.  I will also keep a running list of House-rules and Rules Clarifications and various misc stuff updated in the 1st post.



You need to pick unique voice colors.  When your character says something, please use it.

I use the following conventions;
blue=npc voice
orange=ooc
yellow=magical treasure
Serif, Monotype, Cursive are used to indicate unusual accents or strange sounding voices.
I put spells in italic.
Louder/yelling is bold
whispers are small
red X's on a map character = dead
yellow stripe = down and/or dying

House-rules and Rules Clarifications
  > poison is For save for 1/2 (...is generally unavailable for pc's.)
  > Hp, max at 1st and 2nd, then fixed
d4=3
d6=4
d8=5
d10=6
d12=7
  > No Guns (I don't like guns in my fantasy)
  > You may suggest a +2 to 2 skills feat, as long as the skills are related to each other.  If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
  > You can crawl 5' as a move action and avoid the Aoo if you make a Acrobatics check of 5+opponents CMD (the same as moving through the opponents space).
  > Scrolls; I don't want to try and remember if a scroll is divine or arcane.  So a scroll is a scroll is a scroll and can be used by anyone who has the spell on their list.  Scroll usage, "The character must be able to see and read the writing on the scroll."  You must have some way to hold both ends of a sheet of paper.  That usually means 2 hands.  You can hold something in 1 of them.  If it is a weapon it does not threaten while using the scroll.
  > Barbarian/spellcasters cannot cast spells while in a controlled rage unless they have an ability that specifies they can.
  > White-haired Witches hair is treated as a lethal weapon.
    - It can be used to deal non-lethal damage, at the usual -4 penalty (and all appropriate rules: can't nonlethal using sneak attack).
  > Black Tentacles spell does not exist
  > Regeneration rules from 3.5

Spoiler text: (Highlight or hover over the text to view)
Regeneration:
Creatures with this extraordinary ability recover from wounds quickly and can even regrow or reattach severed body parts. Damage dealt to the creature is treated as nonlethal damage, and the creature automatically cures itself of nonlethal damage at a fixed rate per round, as given in the creature’s entry.

Certain attack forms, typically fire and acid, deal damage to the creature normally; that sort of damage doesn’t convert to nonlethal damage and so doesn’t go away. The creature’s description includes the details. A regenerating creature that has been rendered unconscious through nonlethal damage can be killed with a coup de grace. The attack cannot be of a type that automatically converts to nonlethal damage.

Creatures with regeneration can regrow lost portions of their bodies and can reattach severed limbs or body parts. Severed parts die if they are not reattached.

Regeneration does not restore hit points lost from starvation, thirst, or suffocation.

Attack forms that don’t deal hit point damage ignore regeneration.

An attack that can cause instant death only threatens the creature with death if it is delivered by weapons that deal it lethal damage.

A creature must have a Constitution score to have the regeneration ability.


  > Leadership; You may look for a specific type of cohort/followers, but I will create and control them.
     1)If you want to Cohort an existing npc/creature, I will increase their level to the appropriate level per leadership rules.
     2) Like an employer looking for an employee, you give me an idea of what you are looking for and I will give you npcs to choose from.  Depending on how specific you are, the list may be long or short.
  > Produce Flame;
     1) attack same round as casting = No
     2) multiple attacks in a round with produce flame = Yes
     3) You must have an open hand when you cast it.
     4) You can put something into that hand after you cast the spell.
     5) Bane be used on a spell such as Produce Flame = Yes, but only used once if you use the ranged attack option
     6)  Per stealth and produce flame. 
quote:
If you have the produce flame going I would assume you can cover it up (The flames harm neither you nor your equipment) so it doesn't glow, then you can stealth.  But then you can't use the flame.  It can be as simple as wrapping your hand in your cloak or as "difficult" (to regain access to) as a glove.  To use the flame you need to bring it out, negating stealth in almost all cases.  If the target is blind or somehow you are in an environment where having an open glowing flame in your hand is not noticeable you can still stealth.

  > Dramatic Interrogation
     1) The creature threatened must be Helpless
     2) To threaten, you don't have to use a weapon, but you need to make a credible threat.  The target of the DimplomacyIntimidatePerform must believe you are capable of carrying out your threat on the Helpless creature.
     3) The threat and Helpless creature need to be appropriate to the situation.  You need to have information on the target of the DIP so that you know what/who they care about.
     4) You are threatening a creature, so the target of the DIP could dislike you afterwards.
     5)
quote:
  You threaten a Helpless creature, then make a Diplomacy, Intimidate, or Perform check(with a +5) vs a creature(can be the Helpless creature, but can be another creature) that has some sort of feelings toward the Helpless creature (any nonNeutral attitude).  In this situation you could threaten something Kaven had feelings (good or bad) for and get a bonus on DIP.
  Much like intimidation, this should be used carefully.  People aren't going to like it if you go around threatening creatures the like.
  I understand, "tell us what we want or this puppy gets it", who doesn't like (friendly, or helpful)puppies.  But I find it difficult to imagine "tell us what we want to know or this rabid rat gets it".  Who likes a rabid rat (hostile, unfriendly)?  I imagine if you want to threaten something the DIP target dislikes (hostile, unfriendly) you go "Hey, let's kill this rabid rat if you tell me what I want to know.  Come on it'll be fun."

  > Initiative and actions in combat
I will use your rolled initiative.  Post when you can and I will order them in initiative order.  If someone in front of you invalidates your action I will adjudicate what you do as best I can.  In rare cases when there is no obvious action your character would take I will ask for another action.
I'm also going with a new initiative model for combats.  If it matters (like in the surprise round) I will use your rolled initiative.  But once we are going you/them, I will just take your actions in your posted order unless you specify "I will wait for x(insert allies name here) to go" or it is obvious you are coordinating attacks.
  > Summon Swarm spell's swarms act according to the following;
1- it attacks all other creatures within its area.
2- If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can.
As long as it does those things it may move and attack other creature if it can.
  > Swarm rules (RAW) are guidelines, not actual rules.  Swarms may exhibit abilities and powers beyond what is RAW.  1 example, all swarms have a shapeable area.
Swarms have so many questions and strange interactions with other things that I am going to take every swarm on a case by case basis.  Swarms are unpredictable.
  > Hybrid and Occult classes are all off limits.  Archetypes for other classes are on a case-by-case basis.
Arcanist
Bloodrager
Brawler
Hunter
Investigator
Shaman
Skald
Slayer
Swashbuckler
Warpriest

Kineticist
Medium
Mesmerist
Occultist
Psychic
Spiritualist
  > Wayfinders and Ioun Stones will use method 2(The Random Roll)(http://www.d20pfsrd.com/magic-...z/wayfinder-standard).
  > This part of the Wish spell is changed;
quote:
Grant a creature a +1 inherent bonus to an ability score. Two to five wish spells cast in immediate succession can grant a creature a +2 to +5 inherent bonus to an ability score (two wishes for a +2 inherent bonus, three wishes for a +3 inherent bonus, and so on). Inherent bonuses are instantaneous, so they cannot be dispelled. Note: An inherent bonus may not exceed +5 for a single ability score, and inherent bonuses to a particular ability score do not stack, so only the best one applies.
  You can use multiple wish spells over time to grant inherent bonuses, the do not have to be "cast in immediate succession".
  > Due to the nature of PBP you may not delay into the opponents turn.



Catalog of Nonstandard Magic Items
Fading Bracers
 Aura faint illusion; CL 3rd
 Slot Wrist; Price 4,6000 gp; Weight 1 lb.
 Description
 These bracers look to be simple leather made bracers with a single turquoise gem set in the center. When activated the bracers cause the wearer to warp and distort as if by the blur spell. Granting a 20% miss chance on attack against the wearer. This item can be used twice per day for a 3 minute duration each activation.
Construction
 Requirements Craft Wondrous Item, blur; Cost 2,300 gp


Bracers of mirror image, 2/day, command word, caster level 3 (1d4+1 images, 3 minutes) for 16,000gp
DM
GM, 3 posts
Sat 1 Apr 2017
at 21:31
  • msg #2

OOC 1.1

I am working on getting your characters ready so you can add a sheet, but it's been some time since I did it, so it may be awhile.

I have 1 question, why gnomes?

edit;
OK, got the character sheets up, find a character sheet you like and use it for all of them.  I am working on a few more threads.
This message was last edited by the GM at 21:41, Sat 01 Apr 2017.
Billie Vitzerwink
player, 1 post
Sun 2 Apr 2017
at 13:11
  • msg #3

OOC 1.1

In reply to DM (msg # 2):

Working on the characters now!

>Why gnomes?
They're my standard race... I think many others have humans for the standard, or even elf or dwarf, and that's less strange because they're more human and more popular in fiction, so I understand why people react to my gnome preference.
In addition, I see several benefits to playing gnome: They're often playful, which is nice because roleplaying is about having fun! Their somewhat chaotic mindsetand their adventure lust is a great combination, they can gladly go along with anything fun or interesting that pops up without need for further incentives - and they like to come up with creative solutions to things meaning its easy for me to follow an adventure path while also attempting to solve challenges creatively. Also the inherent charisma bonus is a great thing for roleplaying obviously! +Constitution benefits everyone, -Strength is a tough obstacle for a fighter to get over but it can be done. :)
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