SA Character Creation and House Rules.   Posted by aaaFate (Makoto n Chito).Group: 0
aaaFate (Makoto n Chito)
 GM, 130 posts
 The unforgiving jungle
Fri 27 Mar 2020
at 23:18
Character Creation and House Rules
Every combat post needs the following information;
- An In-Character description of what your PC did and said
- A game mechanics description of what your character did,
  including any dice rolls and action types(standard, move, swift, free)
- current normal/touch AC
- current CMB/ current CMD
- current For/Ref/Wil Saves
- What spells your pc has on them and what their duration is

Here is an example I have used before;

Start with descriptions of what your character is doing and saying.  Then in game terms fill in the following;

Standard Action :
Move Action     :
Swift Action    :
Free Action     :

HP: 69/69  |  AC/TH/FF: 24/19/16 (DR 5/piercing) | CMB/CMD : +10/26 (+4 vs. Disarm; +2 Grapple)  | Saves: F/R/W +7/13/9 (+2 vs Poison)
           (De)Buffs : Mage Armor (1 hour), Longstrider (1 hour), Beastspeak (70 min), Resinous Skin (70 min), Cat's Grace (7 Minute)

This message was last edited by the GM at 20:10, Tue 14 Apr 2020.

aaaFate (Makoto n Chito)
 GM, 132 posts
 The unforgiving jungle
Sat 28 Mar 2020
at 20:07
Character Creation
All characters must have in their backstory,
1- their mother got pregnant by a travelling bard
2- they have never met their real father
3- their mother has recently fallen to a curse and divinations say only finding their father can fix it.

level 2
1000+max start gp
max hp

Background Skills

Redo Gestalt E6
Once you get to 6th level you start adding gestalt levels

1 feat per level

I do not use xp, leveling will be done at appropriate points.

can be found at
3.5 at

I will use cards to determine the basic array stats which I will put in your character sheet
1- switch 2 stats
2- add 4 to 1 stat and 1 to another stat (max 18)
3- adjust for race

Any Core race
(You may ask for others, but I will limit such things to 1, at most)

good/neutral (evil or chaotic neutral - only with DM approval)

up to 2 traits (no flaws/drawbacks)

max at 1st and 2nd, then fixed

3.5 stuff (core, complete, races, phb2) - with DM approval

Prohibited Spells
Blood Money
Black Tentacles

Prohibited Classes
Gunslinger (I might consider Bolt Ace)
Hybrid and Occult classes

Everybody needs to
-pick a unique "voice" color.  I will use the following conventions;
yellow=magical treasure

This message was last edited by the GM at 12:27, Sun 12 Apr 2020.

aaaFate (Makoto n Chito)
 GM, 158 posts
 The story so far...
Sun 12 Apr 2020
at 12:08
House Rules
- poison is For save for 1/2

- No Guns (I don't like guns in my fantasy)

- No Black Tentacles, Blood Money and Celerity spells

- Regeneration rules are from 3.5

Spoiler text: (Highlight or hover over the text to view)
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.

- Swarm rules (RAW) are guidelines, not actual rules.  Swarms may exhibit abilities and powers beyond what is RAW.  For 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.

Rules Clarifications
  > 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.
  > 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).
  > Leadership; You may look for a specific type of cohort/followers, but I will create and control them.  This means I will make the character sheet.
     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 of potential applicants 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. 
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.
  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.
  > Wayfinders and Ioun Stones will use method 2(The Random Roll)(
  > This part of the Wish spell is changed;
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.
  > Phantom Chariot;
It does not require skills to use, but it can't benefit from skills and such (feats, spells, etc...).
Speed will be based on terrain and the movement of a wheeled vehicle (8mph overland).  It does not require con checks after 8 hours(Forced March). It can Hustle (basically a full move every round), but does not suffer nonlethal damage.  It cannot run.  It has no saving throw and takes full damage when appropriate.
  > When using Contact Other Plane, you may benefit from Aid Another on the int roll.  Under normal circumstances only 1 person + your familiar may attempt to Aid you in this task.  If you can gain telepathic contact (for example, Telepathic Bond) you can have up to your int mod in helpers.

This message was last edited by the GM at 12:27, Sun 12 Apr 2020.

aaaFate (Makoto n Chito)
 GM, 159 posts
 The story so far...
Sun 12 Apr 2020
at 12:26
Character Sheet
PATHFINDER Character Sheet
-----------------Basic Information------------------------------------------
Character Name  :                          Height :
Player Name     :                          Weight :
Character Race  :                          Eyes   :
Alignment       :                          Hair   :
Deity           :                          Size   :
Gender          :                          Speed  :
Age             :                                 :
-----------------Class Information ----------------------------------------

Favored Class(es)   :
LevelClassClassLevel- Favored Class Bonus(+1 hit point or +1 skill point)

1Bard1 - +1hp
2Fighter1 - na
3Bard2 - +1sp

------------------Ability Scores--------------------------------------------
Strength     : 00 (+0)     00 point buy + 0 racial + 0 level + 0 misc
Dexterity    : 00 (+0)     00 point buy + 0 racial + 0 level + 0 misc
Constitution : 00 (+0)     00 point buy + 0 racial + 0 level + 0 misc
Intelligence : 00 (+0)     00 point buy + 0 racial + 0 level + 0 misc
Wisdom       : 00 (+0)     00 point buy + 0 racial + 0 level + 0 misc
Charisma     : 00 (+0)     00 point buy + 0 racial + 0 level + 0 misc
------------------Combat Statistics-----------------------------------------
Hit Points        : 00
Base Attack (BAB) : +0
Initiative        : +0     0 Dex + 0 misc

Base Melee        : +0     0 BAB + 0 Str + 0 misc
Base Ranged       : +0     0 BAB + 0 Dex + 0 misc

Combat Maneuver   : +0          0 BAB + 0 Str + 0 misc          <- CMB
Maneuver Defense  : +10    10 + 0 BAB + 0 Str + 0 Dex + 0 misc  <- CMD

Armor Class       : 10     10 base + 0 armor + 0 shield + 0 Dex + 0 misc
Touch AC          : 10     10 base                      + 0 Dex + 0 misc
Flat-Footed AC    : 10     10 base + 0 armor + 0 shield         + 0 misc
-------------------Saving Throws--------------------------------------------
Fortitude  : +0    0 base + 0 Con + 0 misc
Reflex     : +0    0 base + 0 Dex + 0 misc
Will       : +0    0 base + 0 Wis + 0 misc
-------------------Weapons Stats--------------------------------------------

Weapon: xxxxxx         Weight: x lbs
Move Name    Type    Atk   Damage    Crit      Range   Type    Special
Attack      |Melee | +xx | xdx+x  | xx-20/x2 |   -   |   x   |
Charge      |Melee | +xx | xdx+x  | xx-20/x2 |   -   |   x   |

Weapon: xxxxxx         Weight: x lbs
Move Name    Type    Atk   Damage    Crit      Range   Type    Special
Attack      |Range | +xx | xdx+x  | xx-20/x2 |   -   |   x   |

Armor: xxxxxx           Weight: xx lbs
 AC  MaxDex Pen. SplFail Speed  Special
 +x |  +x  | -x |  xx%  | xxft | None

Armor: xxxxxx           Weight: xx lbs
 AC  MaxDex Pen. SplFail Speed  Special
 +x |  --  | -x |  xx%  | xxft | None

------------Racial Abilities and Features----------------------------------
Please Copy/Paste any relavent text

-------------Class Abilities and Features----------------------------------
Please Copy/Paste any relavent text

---------------Traits and Feats-------------------------------------------
Please Copy/Paste any relavent text
Trait #1 :
Trait #2 :

Level 1 Feat :

-----------------SKILLS and Languages------------------------------------
(Max Rank = Level, Class Skills get +3 bonus with at least 1 Rank)

                 Key     Total Ability    Class  Misc
                 Ability  Mod  Mod  Ranks Skill  Mod
Acrobatics         (Dex) +xx  = x  + x  +  x + x
Appraise           (Int) +    =    +    +    +
Bluff              (Cha) +    =    +    +    +
Climb              (Str) +    =    +    +    +
Craft:_____        (Int) +    =    +    +    +
Diplomacy          (Cha) +    =    +    +    +
Disable Device^    (Dex) +    =    +    +    +
Disguise           (Cha) +    =    +    +    +
Escape Artist      (Dex) +    =    +    +    +
Fly                (Dex) +    =    +    +    +
Handle Animal^     (Cha) +    =    +    +    +
Heal               (Wis) +    =    +    +    +
Intimidate         (Cha) +    =    +    +    +
Knowledge:_____^   (Int) +    =    +    +    +
Knowledge:_____^   (Int) +    =    +    +    +
Knowledge:_____^   (Int) +    =    +    +    +
Linguistics        (Int) +    =    +    +    +
Perception         (Wis) +    =    +    +    +
Perform:_____      (Cha) +    =    +    +    +
Profession:_____^  (Wis) +    =    +    +    +
Ride               (Dex) +    =    +    +    +
Sense Motive       (Wis) +    =    +    +    +
Sleight of Hand^   (Dex) +    =    +    +    +
Spellcraft^        (Int) +    =    +    +    +
Stealth            (Dex) +    =    +    +    +
Survival           (Wis) +    =    +    +    +
Swim               (Str) +    =    +    +    +
Use Magic Device^  (Cha) +    =    +    +    +

^Trained only



SPELLS PER DAY / SAVE DC (Spell Level + Ability Mod + 10)
1:  / DC xx
2:  / DC xx
x:  / DC xx

GEAR (Weight):

-----------------CARRYING CAPACITY---------------------------------------
Light Load  : xxxlb
Medium Load : xxxlb
Heavy Load  : xxxlb
Over Head   : xxxlb
Off Ground  : xxxlb
Push/Drag   : xxxlb
-----------------MAGIC ITEMS----------------------------------------------
•Ring 1:
•Ring 2: