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00:49, 11th May 2024 (GMT+0)

Rules, Character Creation, and RTJ.

Posted by The ChroniclerFor group 0
The Chronicler
GM, 2 posts
Fri 28 Feb 2020
at 03:23
  • msg #1

Rules, Character Creation, and RTJ

Copy and paste sheet into your character details. You must have everything on your sheet. If you don't put the weight, craft or purchase cost, you dont have it. Or you do have it and it is cursed.

Place the ACTUAL RACE you are using. Not just aberration or humanoid.


<tt>
<hr><large><b>DESCRIPTION</b></large>
 Type: Medium Align Humanoid (Subtype); Reach 5 feet
 Base Speed: 30 feet
 Initiative:

<hr><large><b>EQUIPMENT</b></large> 0000/0000 GP used
 00,000 gp - 00 lb | ItemNameHere
 00,000 gp - 00 lb | ItemNameHere
*00,000 gp - 00 lb | ItemNameHere
*00,000 gp - 00 lb | ItemNameHere
         Free Gear | Backpack, belt pouch, dagger, sling, component pouch, spellbook

Total Weight: 00 lbs. (excludes free gear)

Carrying Capacity:

*Item is listed at half price due to crafting.

<hr><large><b>ABILITY SCORES</b></large>
 STRENGTH:     10 (+0) = 10 base + 2 magic + 2 racial + 2 other(too many to list)
 CONSTITUTION: 10 (+0) = 10 base
 DEXTERITY:    10 (+0) = 10 base
 INTELLIGENCE: 10 (+0) = 10 base
 WISDOM:       10 (+0) = 10 base
 CHARISMA:     10 (+0) = 10 base

<hr><large><b>COMBAT STATS</b></large>
 HIT POINTS: 00 = 0d0 + 0 Con
 RESISTANCE: DR0/-; Resist 0 vs. ?; Fast Heal 0; Regen 0
  ATTACKING: STR +0; CON +0; DEX +0; INT +0; WIS +0; CHA +0

ARMOR CLASS: 10 = 10 base + 0 dex + 0 armor + 0 dodge + 0 deflection + natural armor + 0 shield + 0 insight + 0 etc
      FF AC:
   TOUCH AC: 10 = 10 base + 0 dex + 0 dodge
      FFTAC:
        CMD:
      FFCMD:

Deflection, dodge etc apply to cmd as well.



  FORTITUDE: 10 (+0) =  0 base + 0 con + 0 resistance + 0 circumstance + 0 feat + 0 etc
  REFLEX   : 10 (+0) =  0 base + 0 dex
  WILL     : 10 (+0) =  0 base + 0 wis

CONDITIONAL:
 ArmorName: +0 AC, +0 Max Dex, -0 penalty, 00ft., size, other notes


ShieldName:

Feats such as stance that add bonus while in it

Do not add spells here

<hr><large><b>TRAITS AND FEATS</b></large>
Level  1: FeatName
Level  3: -
Level  5: -
Level  7: -
Level  9: -



TRAITS:
LOW LIGHT VISION(ELF)
BONUS FEAT (HUMAN)
Etc
Etc

<hr><large><b>CLASS FEATURES</b></large>
1st (CLASS1): Class features gained from level 1 ClassName
2nd (CLASS1): Class features gained from level 2 ClassName
3rd (CLASS1): Class features gained from level 3 ClassName
4th (CLASS1): Class features gained from level 4 ClassName
5th (CLASS1): Class features gained from level 5 ClassName

<hr><b>SKILLS</b>
 + 0 SkillNameHere            = 0 base + 0 MOD + 0 misc - 0 ACP
 + 0 SkillNameHere            = 0 base + 0 MOD + 0 misc - 0 ACP
 + 0 SkillNameHere            = 0 base + 0 MOD + 0 misc - 0 ACP
 + 0 SkillNameHere            = 0 base + 0 MOD + 0 misc - 0 ACP

 <b>Languages  :</b> Common, ???

<hr><large><b>MAGIC</b></large>
 Caster Level: ?th
 Concentration: +0 (+0 CL, +0 Modifier)
 Spell Failure: 00% (+00% armor, +00% shield, +00% other)
<u>
 Level:  0  | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th
 Known:  0  |  0  |  0  |  0  |  -  |  -  |  -  |  -  |  -  |  - </u>
 Daily:  -  |  0  |  0  |  0  |  -  |  -  |  -  |  -  |  -  |  -
 Bonus:  -  |  0  |  0  |  0  |  -  |  -  |  -  |  -  |  -  |  -

 0  : SpellName (x#), SpellName (x#), SpellName (x#), SpellName (x#)
 1st: SpellName (x#), SpellName (x#), SpellName (x#)
 2nd: SpellName (x#), SpellName (x#)
 3rd: SpellName (x#)

[Bonus spells, marked with *, do not count against the spells known limit]
[Delete "known" line for prepared casters that already know ALL their spells]
[Put (x#) next to spells prepared for the day]

<hr><large><b>MINION</b></large>
 HD: 0d0+0 (00 HP); Align/Size/Type; Space; Reach
 Senses: +0 perception; special senses
 Speed : +0 init; 00 ft.
 Resist: DR, Fast Heal, Resistances, Immunities
     AC/TAC: 10/10 (+0 dex, +0 arm, +0 na)
 Str 10 (+0), Con 10 (+0), Dex 10 (+0), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
 Saves: Fort DC10 (+0), Refl DC10 (+0), Will DC10 (+0)
 Attacks: Str +0, Con +0, Dex +0, Int +0, Wis +0, Cha +0
 Feats: ???
 Skills: ???
 Equipment (00.00 GP): ???

<hr>
</tt>
This message was last edited by the GM at 04:04, Fri 28 Feb 2020.
The Chronicler
GM, 3 posts
Fri 28 Feb 2020
at 03:53
  • msg #2

Rules, Character Creation, and RTJ


Rules:

Combat must be posted with approved format.

Simply using magic outside of combat does not require format

Information gathering will be set at DC 20; including knowledges, perform, craft skills and so on; will allow you to create a piece of information. For every 5 you beat the DC you create an additional piece of information.

Using information gathering on opponents or monsters works as normal.


Being on another plane for too long can kill you no save. 10 percent cumulative chance per day on another plane your character dies from exposure. Fort, will etc will not stop this. Of course your allies COULD bring you back.

NEVER MAKE A NEW THREAD TO ME. Continue to use the RTJ thread. I dont need 500 PM threads, to me, to sort through.



RTJ:
Minor or major background story (your choice). Examples of information below:
Where are you from, what have you faced so far, what enemies have escaped you, what people(s) have you saved? As little as a paragraph or as much as a story.

Race, class, archetype, age, faith (you can make one up or use one from Golorian) [isn't required], association to another character?

Important NPCs to your character?


Character Creation:

No psionics (this includes kineticists),  no spheres of power. 3rd party content is allowed but to be approved on case by case basis. To apply for 3rd party content, just send a pm to me with link to content and you can include why you want it if you like. But definitely inform how it interacts with your current build. No infinite integers are allowed. High integers are okay. EX: 10,000 damage in a hit is okay. A trick that allows infinite attacks in a round (even if you only use half of them *snicker*) is not.


Level 19, 25 point buy, MAX HP all levels
No psionics (this includes kineticists),  no spheres of power. 3rd party is allowed but must be approved on case by case basis. PM me with link to content and how it interacts with your build(if everything is 3rd party highlights of the content).

Infinite integers are not allowed. High integers are okay, but not infinite. EX: 10,000 damage okay, unlimited attacks in a round (even if you only use half *snicker*) are not.

Crafting cannot be cheaper than 50 percent regardless of skills, feats, abilities, etc. If you make a build that has 10 percent craft cost, it still costs you 50 and you wasted your feats, skills, abilities, etc.

Blood money is legal.... You may use blood money to make 1 wish free. After that, the gods/universe will reject your wish/miracle/etc flatly or may even seek vengeance upon you.

Level 19, 25 point buy, MAX HP all levels
If you prefer to try a template you may forgo 3rd party and pick one CR +2 template or 2 +1 templates. One may NOT use 3rd party AND templates.


All feats, archetypes, abilities, etc must be linked in character sheet or you don't have it.
^
I know A LOT of the rules, I mean A LOT. However, I don't know everything. Make my job easier by having your sheet organized , neat, and linked so I may easily fact check.

600,000 GP starting

This message was last edited by the GM at 07:26, Fri 28 Feb 2020.
The Chronicler
GM, 4 posts
Fri 28 Feb 2020
at 03:54
  • msg #3

Rules, Character Creation, and RTJ

Posting in Combat: List actions in chronological order. If not listed in correct order and I interrupt you, actions will happen the way they were written.

One way to save time is to keep a combat post saved in your scratch pad. That way it's easy to apply into the game at your convenience

 It is important for a smooth flow and keeping track of everything that happened. You can still post flavor text above the combat section. Also note, actions and what you are wearing must be visible to everyone. As in Breastplate armor, longbow, shortsword. If you don't want others to see what magic is on it, that info can be Private Lined so only I can see it. So I can see, +3 breastplate of defiance, +2 adaptive londbow of flaming burst. ETC ETC.

<tt>
   ROUND: 29 (Initiative: 19)
POSITION: P19/Q20 (Mounted)
 ACTIONS: Begin Full Power Attack (Standard), Channel ToC through weapon on hit (Free), Move action Perception vs so and so(Move), Move to C12/D13 (Mount Move), Total Defence (Mount Standard)

 HP: xxx/xxx (0 nonlethal)
 AC: 28; FFAC: 21; Touch: 15
CMD: 36; FFCMD: 30; FFTAC: 10
DR 10/Magic, SR 26
Fortitude: 36; Reflex: 32; Will: 38
Immunities: Electricity, Cold, Fire, Disease, Undead Stuff


EFFECTS: Example of effects currently active
Aura of Evil
Aura of Despair (Out to 10 feet: -2 to all saving throws. Does not stack with saving throw reduction of Aura of Cowardice)
Aura of Cowardice (Out to 10 feet: Lose immunity to fear effects or -4 to saving throw vs fear effects if not immune)
DC 26 Will save to negate each aura, starting with Aura of Despair.
Choker Aura 1 (out to 120 feet: -2 to perception checks if good aligned.)
Choker Aura 2 (out to 30 feet: Shaken while within 30 feet if good aligned.)
DC 18 will to negate Choker auras. Aura 1 happens each round. Aura two happens once every 24 hours. (You know, in the event one match lasts for 14,400 rounds)
Unfettered Shirt (10 minutes)
Fiendish Boon (8/13) - +3 enhancement bonus.


   GEAR: Literally list your gear EXAMPLE: Breastplate armor, longbow, shortsword (ACP: 0, Load: Light)
 [PL to GM: +3 breastplate of defiance, +2 adaptive londbow of flaming burst]
   USES:
 - Spells x/x, spell like abilities x/x, ki x/x, etc (Spells need a spot for each level, and list what spells you prepared if memorizing, and what spells you know [so I don't have to go look at your sheet] if known)

 MINIONS: If you bring multiple creatures into combat, you are responsible for updating and moving them. If you don't do so, they didn't move or act.


 Summoned Creature
 Position: Minion Location to new location (A1 to B4)
HP: XXX/XXX
Example Stats:
AC 12 - TAC 10 - FFAC 10
CMD 13 - FFCMD 13 - FFTAC 10
FORT 6 - REF 6 - WILL 11
 Effect: - Spells, abilities, etc currently in use on your character
 Gear:  (ACP 0, Load: Light)
 Actions: None
USES:
 - Spell like ability x/x, ki x/x, etc

 Cohort Minion:
 Position: Location of Minion to new location of minion(A1 to B4)
HP: xx/xx
Example stats:
AC 19 - TAC 17 - FFAC 14
CMD 10 - FFCMD 8 - FFTAC 12
FORT 2 - REF 5 - WILL 7
 Effect: - spells, abilities, etc currently active on minion
 Gear: None (ACP 0, Load: Light)
 Actions: Actions in order  for the round
USES:
 - Spell like ability x/x, ki x/x, etc

DICE ROLLS:

<small>rolls in small text.</small>

SUMMARY: Literally a summary of what you just did in combat.

<Orange>OOC: Out of character text here. Post questions, clarity, etc here.</Orange>
</tt>
The Chronicler
GM, 6 posts
Fri 28 Feb 2020
at 06:49
  • msg #4

Rules, Character Creation, and RTJ

This game is using Golorion as a base. Do know that my knowledge of the world isn't vast. But I will do my best. Anyone who does know a lot about the world can feel free to assist with information as we journey across it.
This message was last edited by the GM at 06:50, Fri 28 Feb 2020.
The Chronicler
GM, 17 posts
Sun 1 Mar 2020
at 05:29
  • msg #5

Rules, Character Creation, and RTJ

FALLING UNCONSCIOUS IN COMBAT/WAKING IN SAME ROUND

I haven't read anything anywhere that says you can finish your turn's worth of remaining actions if you wake up from being unconscious before the round is over. As such, until someone finds in writing with a link to paizo or d20pfsrd, you cannot finish your remaining actions.

A term from MtG, "upkeep" will continue. Ongoing effects etc.

Side note, blood money doesn't say others can't use the material but I am going to say, others cant use the material. If the creator doesnt use it before round end, it is wasted into a pool of blood.

Example:


Person A init 17
Person B init 16


Person A Ready's action to heal any abnormality with the most suitable spell for this scenario to end said unconsciousness.

Person B readies an action as a standrd. Person B uses a swift action and falls unconscious. Person B cannot ready an action to do anything else because they fell unconscious.

Person A uses a readied action to heal any abnormality with the most suitable spell for this scenario to end said unconsciousness. Person B wakes up. Person B cannot finish their remaining actions.

End Round.
The Chronicler
GM, 21 posts
Sun 1 Mar 2020
at 20:05
  • msg #6

Rules, Character Creation, and RTJ

Example sheet made by our very own Qudy!



DESCRIPTION
 Type: Medium Neutral Half-Dragon (Dragon); Reach 5 feet
 Base Speed: 30 feet land, 60 feet (average) fly (reduced to 20 feet land, 40 feet (average) fly in armor)
 Base Speed w/Boots: 40 feet land, 60 feet (average) fly (reduced to 30 feet land, 40 feet (average) fly in armor)
 Initiative: +4 (+0 DEX + 4 Feat)


EQUIPMENT 598778.6/600000 GP used
137,500 gp - 00 lb | Manual of Gainful Excercise +5
                     (https://www.d20pfsrd.com/magic...-of-gainful-exercise)
                     (Shared w/ Sangezi)
 00,000 gp - 00 lb | Tome of Leadership & Influence +5
                     (https://www.d20pfsrd.com/magic...ership-and-influence)
                     (Shared w/ Sangezi, she paid for this one)
 50,000 gp - --    | Ring of Protection +5 (https://www.d20pfsrd.com/magic...s/ring-of-protection)
 25,000 gp -  1 lb | Cloak of Resistance +5 (https://www.d20pfsrd.com/magic.../cloak-of-resistance)
116,500 gp - 50 lb | +5 Enhancement (https://www.d20pfsrd.com/magic-items/magic-armor/)
                     Adamantine Full Plate (https://www.d20pfsrd.com/equip...rials#TOC-Adamantine
                     & Ghost Touch (https://www.d20pfsrd.com/magic...bilities/ghost-touch)
                     & Stanching (https://www.d20pfsrd.com/magic...-abilities/stanching
                     & Deathless (https://www.d20pfsrd.com/magic...-abilities/deathless)
131,040 GP -  14 lb | +3 Earth Breaker (https://www.d20pfsrd.com/magic...-weapons#TOC-Weapons)
                     & Adamantine (https://www.d20pfsrd.com/equip...rials#TOC-Adamantine)
                     & Called (https://www.d20pfsrd.com/magic...ial-abilities/called)
                     & Ghost Touch (https://www.d20pfsrd.com/magic...bilities/ghost-touch)
                     & Heartseeker (https://www.d20pfsrd.com/magic...bilities/heartseeker
                     & Disruption (https://www.d20pfsrd.com/magic...abilities/disruption)
 2,000 gp -  5 lb | Handy Haversack (https://www.d20pfsrd.com/magic...bag-handy-haversack/)
93,000 gp -  1 lb | Belt of Physical Might +6 (STR & CON) (https://www.d20pfsrd.com/magic...lt-of-physical-might)
                    & Heavyload Belt (https://www.d20pfsrd.com/magic...s/a-b/belt-heavyload)
                    36000gp+1.5(2000gp)
 2,200 gp - -- lb | Ring of Feather Fall (https://www.d20pfsrd.com/magic...g-of-feather-falling)
19,100 gp - EQ 3 lb | Composite Longbow +1 (https://www.d20pfsrd.com/magic...-weapons#TOC-Weapons)
                    & Adaptive (https://www.d20pfsrd.com/magic...l-abilities/adaptive)
                    & Distance (https://www.d20pfsrd.com/magic...l-abilities/distance)
                    & Seeking (https://www.d20pfsrd.com/magic...al-abilities/seeking)
 1,800 gp -  2 lb | Efficient Quiver (https://www.d20pfsrd.com/magic...e-g/efficient-quiver)
    18 gp - EQ 36 lb| 18 Javelins
     2 gp - EQ 3 lb | 40 Common Arrows
     2 gp - EQ 3 lb | 20 Blunt Arrows
   700 gp - EQ 3 lb | MW Composite Longbow (+3 STR)
 4,000 gp - EQ 4 lb | Quarterstaff +1/+1 (https://www.d20pfsrd.com/magic...-weapons#TOC-Weapons)
   302 gp - EQ 6 lb | MW Spear
   302 gp - EQ 6 lb | MW Spear
   302 gp - EQ 6 lb | MW Spear
    75 gp - -- lb   | Ioun Torch (https://www.d20pfsrd.com/magic...items/h-l/ioun-torch)
     .1 gp HHL 5 lb | Bedroll
     .5 gp HHL 3 lb | Blanket
    10 gp  HHC 20 lb | Small Tent
    10 gp  HHR .5 lb | Small Steel Mirror
    10 gp  HHR  5 lb | 50' Silk Rope
    55 gp  HHC  5 lb | MW Artisan's Tools (Siege Engines)
 5,500 gp - --  1 lb | Boots of Striding and Springing (https://www.d20pfsrd.com/magic...riding-and-springing)
 4,000 gp - -- 1 lb | Gauntlets of the Skilled Maneuver - Sunder (https://www.d20pfsrd.com/magic...the-skilled-maneuver)

Potions              (https://www.d20pfsrd.com/magic-items/potions)
   750 gp - -- lb | Potion of Neutralize Poison (https://www.d20pfsrd.com/magic.../n/neutralize-poison)
   750 gp - -- lb | Potion of Remove Blindness/Deafness (https://www.d20pfsrd.com/magic...e-blindness-deafness)
   750 gp - -- lb | Potion of Remove Disease (https://www.d20pfsrd.com/magic...lls/r/remove-disease)
   600 gp - -- lb | 2x Potion of Cure Moderate Wounds (https://www.d20pfsrd.com/magic...cure-moderate-wounds)
  1500 gp - -- lb | 2x Potion of Cure Serious Wounds (https://www.d20pfsrd.com/magic.../cure-serious-wounds)


Animals
   500 gp - 500 lb | Tiger (Combat Trained) Adum (male) (https://www.d20pfsrd.com/besti...ines/cat-great/tiger)
   500 gp - 500 lb | Tiger (Combat Trained) Mete (female) (https://www.d20pfsrd.com/besti...ines/cat-great/tiger)

*00,000 gp - 00 lb | ItemNameHere
*00,000 gp - 00 lb | ItemNameHere

EQ Denotes its in Efficient Quiver
HHR Denotes its in Handy Haversack Right side
HHL Denotes its in Handy Haversack Left side
HHC Denotes its in Handy Haversack Center


         Free Gear | Backpack, belt pouch, dagger, sling, component pouch, spellbook

Total Weight: 78 lbs. (excludes free gear, not counting EQ and HH contained items)

Carrying Capacity:

w/o belt  : Light 0 to 612 lbs, Medium 613 lbs to 1,224 lbs, Heavy 1,225 to 1,840 lbs
with Belt : Light 0 to 4,152 lbs, Medium 4,153 to 8,316 lbs, Heavy 8,317  to 12,480 lbs

*Item is listed at half price due to crafting.


ABILITY SCORES
 STRENGTH:      37 (+13) = 14 base + 8 racial  +5 inherit  +4 Level +6 enhancement
 CONSTITUTION:  26  (+8) = 14 base + 6 racial +6 enhancement
 DEXTERITY:     10  (+0) = 10 base + 0 racial
 INTELLIGENCE:  16  (+3) = 14 base + 2 racial
 WISDOM:        16  (+3) = 14 base + 2 racial
 CHARISMA:      21  (+5) = 14 base + 2 racial +5 inherit


COMBAT STATS
 HIT POINTS: 323 = 17d10 + 136 Con + 17 (favored class)
 RESISTANCE: DR 3/-; Resist 0 vs. ?; Fast Heal 0; Regen 0; Immune to Acid
  ATTACKING: STR +13; CON +8; DEX +0; INT +3; WIS +3; CHA +5

  BAB:    +17/+12/+7/+2
  Melee:  +30/+25/+20/+15
  Ranged: +17/+12/+7/+2
  CMB:    +30/+25/+20/+15

On a full attack remember he can bite as a secondary attack with a +25 attack roll,
     1d6+14 damage (1 point is acid) and requires a fort save or target becomes nauseous
     see noxious bite feat link below.

ARMOR CLASS: 33 = 10 base + 0 dex + 14 armor + 0 dodge + 5 deflection + 4 natural armor
   TOUCH AC: 15 = 10 base + 0 dex + 0 dodge + 5 deflection
      FFTAC: 15 = 10 base + 0 dodge + 5 deflection
        CMD: 28 = 10 base + 0 dex + 13 str +5 deflection
      FFCMD: 28 = 10 base + 13 str + 5 deflection

Deflection, dodge etc apply to cmd as well.


  FORTITUDE: +23     =  +10 base + 8 con + 5 resistance + 0 circumstance + 0 feat + 0 etc
  REFLEX   : +10     =  +5 base + 0 dex + 5 resistance
  WILL     : +13     =  +5 base + 3 wis + 5 resistance

CONDITIONAL:
 Hurr's Armor: +14 AC, +1 Max Dex, -5 penalty, 15ft., Heavy, other notes
     See Notes above for magic items and properties of this armor.


ShieldName:

Feats such as stance that add bonus while in it

Do not add spells here


TRAITS AND FEATS
Level  1: Improved Initiative (https://www.d20pfsrd.com/feats...ed-initiative-combat)
Level  3: Cleave (https://www.d20pfsrd.com/feats...-feats/cleave-combat)
Level  5: Great Cleave (https://www.d20pfsrd.com/feats.../great-cleave-combat)
Level  7: Noxious Bite (https://www.d20pfsrd.com/feats...r-feats/noxious-bite)
Level  9: Improved Critical (Earth Breaker) (https://www.d20pfsrd.com/feats...oved-critical-combat-)
Level 11: Sundering Strike (https://www.d20pfsrd.com/feats...dering-strike-combat)
Level 13: Staggering Critical (https://www.d20pfsrd.com/feats...ical-combat-critical)
Level 15: Tiring Critical (https://www.d20pfsrd.com/feats...ical-combat-critical)
Level 17: Stunning Critical (https://www.d20pfsrd.com/feats...ical-combat-critical)

Human Bonus Feat 1st Level: Power Attack (https://www.d20pfsrd.com/feats.../power-attack-combat)
Fighter Bonus Feat 1st Level: Weapon Focus (Earth Breaker) (https://www.d20pfsrd.com/feats.../weapon-focus-combat)
Fighter Bonus Feat 2nd Level: Weapon Versatility (https://www.d20pfsrd.com/feats...-versatility-combat/)
Fighter Bonus Feat 4th Level: Weapon Specialization (Earth Breaker) (https://www.d20pfsrd.com/feats...pecialization-combat)
Fighter Bonus Feat 6th Level: Improved Sunder (https://www.d20pfsrd.com/feats...proved-sunder-combat
Fighter Bonus Feat 8th Level: Greater Weapon Focus (Earth Breaker) (https://www.d20pfsrd.com/feats...-weapon-focus-combat)
Fighter Bonus Feat 10th Level: Critical Focus (https://www.d20pfsrd.com/feats...ritical-focus-combat)
Fighter Bonus Feat 12th Level: Greater Weapon Specialization (Earth Breaker) (https://www.d20pfsrd.com/feats...pecialization-combat)
Fighter Bonus Feat 14th Level: Greater Sunder (https://www.d20pfsrd.com/feats...reater-sunder-combat)
Fighter Bonus Feat 16th Level: Critical Mastery (https://www.d20pfsrd.com/feats...tical-mastery-combat)

HUMAN RACIAL TRAITS:(http://www.d20pfsrd.com/races/core-races/human/)

ABILITY SCORE MODIFIERS: +2 TO ANY ONE ATTRIBUTE (GIVEN TO WIS)
BONUS FEAT (BONUS FEAT AT FIRST LEVEL)
MEDIUM SIZE CREATURE
BASE SPEED 30 FEET
SKILLED (BONUS SKILL POINT AT EACH LEVEL)

HALF-DRAGON TEMPLATE (https://www.d20pfsrd.com/besti...mplates/half-dragon/)
CR +2
SIZE/TYPE: Creature type changes to dragon. Do not recalculate hit dice, base attack bonus, or saving throws.
ARMOR: Natural armor bonus improves by +4
Special Qualities and Defenses: A half-dragon gains darkvision 60 feet; low-light vision; and immunity to sleep, paralysis, and energy of the same type as its breath weapon.
Speed: A half-dragon has wings. Unless the base creature has a better fly speed, the half-dragon can fly at twice the creature’s base land speed (average maneuverability).
Melee: A half-dragon has two claw attacks and a bite attack. If the base creature can use manufactured weapons, the half-dragon can as well. A new claw or bite attack deals damage as appropriate for the half-dragon’s size (see “Natural Attacks”).
    Bite: 1d6 (https://www.d20pfsrd.com/besti...#TOC-Natural-Attacks)
    Claw: 1d4 (https://www.d20pfsrd.com/besti...#TOC-Natural-Attacks)
    Claw: 1d4 (https://www.d20pfsrd.com/besti...#TOC-Natural-Attacks)
Special Abilities: A half-dragon retains all the special attacks of the base creature and gains a breath weapon usable once per day based on the dragon variety (see below). The breath weapon deals 1d6 hit points of damage per racial HD possessed by the half-dragon (Reflex half; DC 10 + 1/2 creature’s racial HD + creature’s Con modifier).
    Black Dragon: 60' line of acid, deals 1d6.
Abilities: Increase from the base creature as follows: Str +8, Con +6, Int +2, Cha +2.
Skills: A half-dragon with racial Hit Dice has skill points per racial Hit Die equal to 6 + its Intelligence modifier. Racial class skills are unchanged from the base creature’s.




FIGHTER CLASS FEATURES
TWO-HANDED ARCHETYPE
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light,
  and medium) and shields (including tower shields).
Bonus Feats (https://www.d20pfsrd.com/class...ter/#TOC-Bonus-Feats)
Shattering Strike (EX) +4 (https://www.d20pfsrd.com/class...Shattering_Strike_Ex)
Overhand Chop (EX) (https://www.d20pfsrd.com/class...Shattering_Strike_Ex)
Weapon Training (EX) +4 (https://www.d20pfsrd.com/class.../#Weapon_Training_Ex)
Backswing (EX) (https://www.d20pfsrd.com/class...ighter/#Backswing_Ex)
Piledriver (EX) (https://www.d20pfsrd.com/class...ghter/#Piledriver_Ex)
Greater Power Attack (EX) (https://www.d20pfsrd.com/class...ater_Power_Attack_Ex)
Devastating BLow (EX) (https://www.d20pfsrd.com/class...#Devastating_Blow_Ex)

Favored Class Bonus
1st: +1 hp
2nd: +1 hp
3rd: +1 hp
4th: +1 hp
5th: +1 hp
6th: +1 hp
7th: +1 hp
8th: +1 hp
9th: +1 hp
10th: +1 hp
11th: +1 hp
12th: +1 hp
13th: +1 hp
14th: +1 hp
15th: +1 hp
16th: +1 hp
17th: +1 hp



SKILLS
 + 0 SkillNameHere            = 0 base + 0 MOD + 0 misc - 0 ACP
 + 0 SkillNameHere            = 0 base + 0 MOD + 0 misc - 0 ACP
 + 0 SkillNameHere            = 0 base + 0 MOD + 0 misc - 0 ACP
 + 0 SkillNameHere            = 0 base + 0 MOD + 0 misc - 0 ACP


 + 25 Craft (Siege Engines)     = 17 base + 3 INT + 3 Class + 2 Circumstance - 0 ACP
 + 25 Handle Animal             = 17 base + 5 CHA + 3 Class - 0 ACP
 + 25 Intimidate                = 17 base + 5 CHA + 3 Class - 0 ACP
 + 23 Knowledge (Dungeoneering) = 17 base + 3 INT + 3 Class - 0 ACP
 + 23 Knowledge (Engineering)   = 17 base + 3 INT + 3 Class - 0 ACP
 + 23 Survival                  = 17 base + 3 WIS + 3 Class - 0 ACP

 +  0 Acrobatics                =  0 base + 0 DEX + 5 competence - 5 ACP
 +  3 Appraise                  =  0 base + 3 INT
 +  5 Bluff                     =  0 base + 5 CHA
 +  8 Climb                     =  0 base + 13 STR - 5 ACP
 +  1 Craft (Any Other)         =  0 base + 3 - 2 (assumes no tools)
 +  5 Diplomacy                 =  0 base + 5 CHA
 +  5 Disguise                  =  0 base + 5 CHA
 -  5 Escape Artist             =  0 base + 0 DEX - 5 ACP
 -  5 Fly                       =  0 base + 0 DEX - 5 ACP
 +  3 Heal                      =  0 base + 3 WIS
 +  3 Perception                =  0 base + 3 WIS
 +  5 Perform (Any)             =  0 base + 5 CHA
 -  5 Ride                      =  0 base + 0 DEX - 5 ACP
 +  3 Sense Motive              =  0 base + 3 WIS
 -  5 Stealth                   =  0 base + 0 DEX - 5 ACP
 +  8 Swim                      =  0 base + 13 STR - 5 ACP


 Languages  : Common, Draconic, Giant, Orc


MINION
Aund
Tiger
N Large animal
Init +6; Senses low-light vision, scent; Perception +8

DEFENSE

AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
hp 66 (6d8+18)
Fort +8, Ref +7, Will +3

OFFENSE

Speed 40 ft.
Melee 2 claws +10 (1d8+6 plus grab), bite +9 (2d6+6 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +10, 1d8+6)

STATISTICS

Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +11 (+15 grapple); CMD 23 (27 vs. trip)

Feats
Improved Initiative (https://www.d20pfsrd.com/feats...ed-initiative-combat)
Skill Focus (Perception) (https://www.d20pfsrd.com/feats...l-feats/skill-focus/)
Weapon Focus (claw) (https://www.d20pfsrd.com/feats.../weapon-focus-combat)
Skills Acrobatics +10, Perception +8, Stealth +7 (+11 in areas of tall grass), Swim +11; Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in tall grass)

knows the tricks attack, come, defend, down, guard, and heel.

Mete
Tiger
N Large animal
Init +6; Senses low-light vision, scent; Perception +8

DEFENSE

AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
hp 66 (6d8+18)
Fort +8, Ref +7, Will +3

OFFENSE

Speed 40 ft.
Melee 2 claws +10 (1d8+6 plus grab), bite +9 (2d6+6 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +10, 1d8+6)

STATISTICS

Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +11 (+15 grapple); CMD 23 (27 vs. trip)

Feats
Improved Initiative (https://www.d20pfsrd.com/feats...ed-initiative-combat)
Skill Focus (Perception) (https://www.d20pfsrd.com/feats...l-feats/skill-focus/)
Weapon Focus (claw) (https://www.d20pfsrd.com/feats.../weapon-focus-combat)
Skills Acrobatics +10, Perception +8, Stealth +7 (+11 in areas of tall grass), Swim +11; Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in tall grass)

knows the tricks attack, come, defend, down, guard, and heel.

The Chronicler
GM, 23 posts
Mon 2 Mar 2020
at 05:14
  • msg #7

Rules, Character Creation, and RTJ

SKILLS AND ACQUIRING INFORMATION:

The rule is for any skill used in conjunction with learning/creating information in its relevant fields.

Tracking, rolled 35 survival.

I see tracks for bear prints (dc 20) gm provided/player created if not related to GM provided quest
- they are x old (dc 25)    player created
- smaller sets are with them (dc 30)    player created
- the size of the mother is x3 larger than normal (dc 35)    player created

Looking at a greatsword, rolled craft 45

It's a masterwork greatsword (DC 20) gm provided/player created if not related to GM provided quest
- its 200 years old    player created
- it was owned by a king    player created
- it has killed a balor    player created
- there is a legend that it is alive when when weilded by one who shares the same or similar goals. player created
- you get the picture?


By creating information, players are able to continue on a great deal without needing my assistance. So the team could roleplay together and by definition of the rules I laid out, quite literally start your own campaign or miniplot. Then i jump in as the antagonist (traps, puzzles, monsters, etc)

USED VS PLAYERS OR MONSTERS THE PLAYERS ARE IN COMBAT AGAINST:

Works normally, as written.

DC 10 + CR for regular monster
DC 15 + CR for monster not seen often
DC 20 + CR for rare monster

If a player rolls a 50 stealth you wont see them with a 20 perception. The above rules apply to PvE not PvP.

While just trying to keep track of your ally in the middle of a melee may not be true pvp it is a player vs player contested roll.
This message was last edited by the GM at 03:39, Thu 05 Mar 2020.
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