Character Creation *READ THIS FIRST*   Posted by Narrator.Group: public
 GM, 2 posts
Tue 15 Sep 2015
at 17:46
Character Creation
There will only be 6 classes allowed in this game: Fighter, Rouge, and Sorcerer, Barbarian, Monk, Ninja, or Paladin (see below).

Limited prestige classes will be available at a later date (Post level 10)

Stat generation will be EITHER 4d6 drop lowest rerolling ones, OR 36 point buy as per DMG. IF YOU ROLL YOUR STUCK WITH THE ROLL.

Starting level will be lvl 5.

Starting gold will be 15,000 gold. Do Not spend more then 7,500 on a single magic item.

Hit Points will be 8 per level + Con Modifier regardless of class.

Multi-Classing IS allowed.

Any race is allowed.

IF a race has a Level Adjustment, you may use EXP or VIABLE FLAWS to buy it off. EXP buy off would occur when your have enough to hit your next level. Instead of taking that next level you would drop the LA by 1.

Viable Flaws means that you cannot take insomnia then buy a ring of Sustenance to ensure you are always rested when you finally do sleep.

As for what books are allowed, pretty much anything for races, feats, spells, equipment, and enchantments. As there are so many feats to edit now, it will happen WHEN/IF they do come up.

This message was last edited by the GM at 04:34, Thu 24 Sept 2015.

 GM, 3 posts
Tue 15 Sep 2015
at 17:51
Character Creation
Class Changes:

Fighters can use any type of weapon as though they are proficient with it. When they would get a Bonus feat, they instead get TWO bonus feats.

Sorcerers Spells per day is increased to the Charisma score. 0 level spells per day is the Charisma score, 1st level spells is the Charisma Score -1, Second level per day is Charisma -2, etc. If your level lets you know a spell for a level that exceeds your Charisma score, you get that known spell and can cast it 1 time per day. Sorcerers are limited to THREE schools of Magic.

Rogue: Always deals sneak attack if they are BEHIND the target, target doesn't have to be flanked to get the sneak attack die. Sneak Attack damage die is *d6 where * is class level. This stacks with Ninja Sudden Strike Die.

Ninja: Can wear light armor and still use all abilities. They get Unarmed Strike as a Bonus Feat at First Level. Sudden Strike damage is *d6 where * is class level. This stacks with Rogues Sneak attack die.

Monk: Can wear light armor and still use all abilities. If they choose to use a weapon in combat, they get a +2 bonus to hit and to damage as though they had Greater Weapon Focus.

Barbarian: Rage is 1/per class level. In this world Barbarians are not illiterate. If a Barbarian is using a 2 handed weapon, they may use it in one had so long as the offhand is carrying either a light weapon or a shield at 1 size category less then normal. I.E. Great-sword is a 2d6 for a medium creature using two hands, you would instead deal 1d10.

General Changes:

At 4th, 8th,12th, 16th, etc you get 3 ability points instead of 1. Yes this will make you uber very fast. This is intended.

When a Character would gain a feat from Character Level, they instead gain 2. yes this will make you uber with the right choices. This is intended.

Feats that give bonuses to Initiative, Reflex, Will, Fortitude saves can be taken multiple times and the feats stack. So a person with 2 feats of Greater Fortitude would have a +4 to Fortitude saves instead of a +2.

This message was last edited by the GM at 17:18, Sat 19 Sept 2015.

 GM, 7 posts
Tue 15 Sep 2015
at 18:28
Character Creation
Changes to Magic: Every spell is magic. Divine magic is a school within the Arcane magics.

When learning new spells you WILL need a Spell book (sold by Pipen or Adria) to learn the spell. You will pay the cost for the Spell (100 gold for level zero plus 100 gold per additional spell level) and spend 1 full day reading and memorizing the spell.

Spells known per level DOES NOT CHANGE.

Starting spells when you make your character WILL NOT COST ANYTHING.

If a class other then Sorcerer wishes to learn Magic they will pay 3x the gold and spend 3 days studying to learn a spell. They can then cast that spell 1 time per day. A non-Sorcerer can know spells up to their Intel+Wisdom Modifier.

To determine Casting level you cast at a -2 level Sorcerer. So if you are a 5th level Ninja and you want to learn a spell, you would be able to learn any spell a 3rd level Sorcerer would be able to learn.

This message was last edited by the GM at 17:00, Sat 19 Sept 2015.

 GM, 9 posts
Thu 24 Sep 2015
at 02:01
Character Creation
Another class is being added to the list of Playable Classes: Paladin.

Paladin: Instead of turning undead at 4th level, a Paladin gains 3+1/2Cha modifier (rounded down) Draconic Auras. This is in addition to the other Auras the paladin gets. Every 3 Levels after 4th (7th 10th, 13th etc) a Paladin gets a +1 bonus on those auras. At 5th level instead of a Special Mount, they will get a Special companion. This Companion will function as the Special mount except that it is drawn from the list below.

Draconic Auras that can be chosen are:
Energy: This aura grants you a bonus on the save DC for your acid, cold, electricity, or fire effects; choose one type when you gain the aura. The bonus applies to spells, powers, spell-like abilities, supernatural abilities, or any other ability that either has the appropriate descriptor or deals damage of the chosen type.
Insight: This aura grants you a bonus on Decipher Script, Knowledge, and Spellcraft checks.
Power: This aura grants you a bonus on caster level checks made to overcome spell resistance (and manifester level checks made to overcome power resistance).
Presence: This aura grants you a bonus on Bluff, Diplomacy, and Intimidate checks.
Resistance: This aura grants you resistance to acid, cold, electricity, or fire (choose one when you gain the aura) equal to 5 ◊ your bonus.
Resolve: This aura grants you a bonus on Concentration checks and on saves against fear, paralysis, and sleep effects.
Senses: This aura grants you a bonus on Listen checks, Spot checks, and initiative checks.
Stamina: This aura grants you a bonus on Constitution checks (but not Constitution-based skill checks) and Fortitude saves.
Swiftness: This aura grants you a bonus on Climb, Jump, and Swim checks. It also increases your climb, fly, and swim speeds by 5 ◊ your bonus. (The aura doesn't grant you a fly or swim speed it you don't already have one.)
Toughness: This aura grants you damage reduction 1/magic for each point of your bonus.
Vigor: Fast healing 1 for each point of your aura bonus, but only affects characters at or below one-half their full normal hit points.
Thorns:Any creature striking you or your ally with a natural attack or a non-reach melee weapon is dealt 2 points of melee damage for each point of your aura bonus.

Special Companion rules:
Special Companion Basics: Use the base statistics for a creature of the companionís kind, as given in the Monster Manual, but make the following changes.
Class Level: The characterís Paladin level. The Paladin's class levels stack
with levels of any other classes that are entitled to an animal companion for the purpose of determining the companionís abilities and the alternative lists available to the character.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companionís base attack and base save bonuses. An animal
companionís base attack bonus is the same as that of a paladin of a level equal to the animalís HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animalís HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monsterís Hit Dice (see the Monster Manual).
Natural Armor Adj.: The number noted here is an improvement to the animal companionís existing natural armor bonus.
Str/Dex Adj.: Add this value to the animal companionís Strength and Dexterity scores.
Bonus Tricks: The value given in this column is the total number of ďbonusĒ tricks that the animal knows in addition to any that the druid might choose to teach it (see the Handle Animal skill, page 74). These bonus tricks donít require any training time or Handle Animal checks, and they donít count against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once selected, they canít be changed.
Link (Ex): A Paladin can handle her animal companion as a free action, or push it as a move action, even if she doesnít have any ranks in the Handle Animal skill.
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Devotion (Ex): An animal companionís devotion to its master is so complete that it gains a +4 morale bonus on Will saves against enchantment spells and effects.
Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks (see the Monster Manual for details on this feat) and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a Ė5 penalty.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

LevelHDArmor Adj.Adj.Tricks Special
1stĖ2nd+0+0+01 Link
3rdĖ5th+2+2+12 Evasion
6thĖ8th+4+4+23 Devotion
9thĖ11th+6+6+34 Multiattack
15thĖ17th+10+10+56 Improved evasion

Companion List: badger, dire rat, dog, eagle, hawk, owl, snake (Small or Medium viper), or wolf.

This message was last edited by the GM at 02:43, Thu 24 Sept 2015.

 GM, 10 posts
Thu 24 Sep 2015
at 21:01
Blank Character Sheet
Basic Information

Character Name  :                          Height :
Player Name     :                          Weight :
Character Race  :                          Eyes   :
Alignment       :                          Hair   :
Deity           :                          Size   :
Total Level     :                          Speed  :
Character Class Information

Class and Level     :
Class and Level     :
Class and Level     :

Favored Class(es)   :
Ability Scores

Strength     : 00 (+0)      + 0 racial + 0 level + 0 misc
Dexterity    : 00 (+0)      + 0 racial + 0 level + 0 misc
Constitution : 00 (+0)      + 0 racial + 0 level + 0 misc
Intelligence : 00 (+0)      + 0 racial + 0 level + 0 misc
Wisdom       : 00 (+0)      + 0 racial + 0 level + 0 misc
Charisma     : 00 (+0)      + 0 racial + 0 level + 0 misc

Maximum Load  : 000 lbs.
Lift Overhead : 000 lbs.   (equal to Maximum Load)
Lift          : 000 lbs.   (equal to Maximum Load x2)
Drag or Push  : 000 lbs.   (equal to Maximum Load x5)
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

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

Conditional Bonuses and Penalties :
Racial Abilities and Features

Class Abilities and Features

Skills and Languages

^  use 3.5 skills

Languages : Common

Money and Equipment

Armor     :
Belt      :
Body      :
Chest     :
Eyes      :
Feet      :
Hands     :
Head      :
Headband  :
Neck      :
Ring #1   :
Ring #2   :
Shield    :
Shoulders :
Wrists    :

Weapon    :
Weapon    :

Other Equipment :

Money : 0 GP


Level 0     0 spells per day    0 bonus    DC 10 (10 + level + 0 ability)

Level 1     0 spells per day    0 bonus    DC 11 (10 + level + 0 ability)

Level 2     0 spells per day    0 bonus    DC 12 (10 + level + 0 ability)

Level 0 :
Level 1 :
Level 2 :
Background (from RTJ)