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, welcome to A Primeval Epic (Pathfinder E6)

14:40, 23rd April 2024 (GMT+0)

Rules and Application Details.

Posted by DMFor group 0
DM
GM, 1 post
Sat 27 Feb 2021
at 13:04
  • msg #1

Rules and Application Details

  • Speed of posting: once/weekday. If you have a reason for not posting, just stick a short message in the OOC thread.
  • Don't just explain what you're doing or roll a skill check. Do both. I want to keep the game moving.
  • You are free to contribute to the world and fill in details I miss.
  • If there's a choice of what to do next, anyone can choose and everyone else follows.
  • Game is rated mature. We're all mature. Just stay respectful to everyone else on here, and all should be fine.
  • I'm always right, but I am willing to discuss stuff. Out-and-out arguments and generally giving me grief will get you kicked.


Of important note, this game uses P6, the Pathfinder variant of E6 (or Epic 6), in which character level and skills and hp and all cap out at 6th level, but you can continue to get feats, including "Epic Feats", some of which open up the limited use of a higher level character ability/spell option. If a particular Epic Feat is not listed that would concern your character, don't worry; we can always create one once you reach that point.

Also, note that a source for Experience Points, besides slaughter, will be the amount of land that your characters explore and what they find there.

To apply:
  1. Give your character's background in one or two paragraphs. We can grapple with how he made it to 3rd Level later. Feel free to make stuff up about the band (80-120 person independent subgroup of the tribe) that he comes from.
  2. Write a sample post (two or three paragraphs) describing your character's greatest hunt, or vision quest, or significant point in your character's history. Again, feel free to contribute to the feel of the world. The worst thing that could happen is I say some of it doesn't fit.
  3. Let me know race, class, archetype and any specifics native to the class (Mystery, Bloodline, etc.). You don't have to send a whole character sheet at this point.

This message was last edited by the GM at 22:13, Mon 03 May 2021.
DM
GM, 3 posts
Sat 27 Feb 2021
at 14:17
  • msg #2

Character Generation

25-point buy (no dumping below 7, even after a racial minus mod)
any non-evil alignment

Start at the very bottom of 3rd level
Party currently consists of a lizardfolk ranger, a human shaman and a shifter druid (more a melee type than a caster).

The thirteen tribes (the struck-through ones are not available in the locale the party is currently in):
wild elf (Wis not Int bonus)
halfling
monkey goblin
vishkanya
gnoll
human
grippli
vanara
skinwalker
dwarf
lizardfolk
nagaji
catfolk

Most of the tribal interaction will be within and between the specific tribes of the characters, with the others being more foreign and further away.

The flavor for these races is adapted to the setting. For example, dwarves live in caves rather than mines and work with obsidian rather than metal. Halflings are basically pygmies with blowguns and the like. I will expound on this in the Setting thread.

all core classes are allowed EXCEPT Cleric, Monk, Paladin and Wizard
for Rogues, you can use the Unchained Rogue (obviously scout types are thematic)
the base classes that are ALLOWED: Cavalier, Oracle, Shifter and Witch
all hybrid classes are allowed EXCEPT Arcanist, Investigator, Swashbuckler and Warpriest
all occult classes are allowed EXCEPT Kineticist

Within particular classes, archetypes are wide open. If you like the rules but the flavor doesn’t fit, it’s easy to re-skin stuff.

Everyone gets two background Traits.

Everyone gets Self-Sufficient and Toughness feats for free.

No Item Creation feats are available at this point except Brew Potion. The Leadership feat will not be allowed.

Combat will be fluid, with everyone, in any order, posting their actions and their initiative that day for that round. Then I will post a summary of how the round went.

If you're interested in combat maneuvers, let me know. I'm using alternate feats called Agile Maneuvers and Powerful Maneuvers that have wider application and don't have a Feat tax.

Note that certain skills will be more important than usual: Climb, Swim, Survival, Craft (Pictographs) [since there are no written languages], Profession (Canoist). Some skills don't exist, like Knowledges Engineering, Planes and Nobility. Note that all the remaining Knowledges are learned as part of an oral history, not studying a book. Other skills lose some of their oomph. Disable Device mainly deals with setting and defusing wilderness traps, and Linguistics only buys the spoken language part.

As far as equipment... [to be continued]

hp max at 1st, after that roll. If you roll beneath half, take half (3 on a d6, 4 on a d8, etc.).

Whew. If you need clarification on any of this, just ask.
This message was last edited by the GM at 22:01, Mon 03 May 2021.
DM
GM, 9 posts
Tue 2 Mar 2021
at 18:50
  • msg #4

other equipment

start with any one masterwork wooden, bone, obsidian or stone weapon
you can have as many non-masterwork weapons as you can carry.

wooden shield, if you would like, then whatever masterwork natural (non-metal) armor you want. bone can be used for studded leather, scale mail or breastplates but has the Fragile quality.

then round it out with any mundane equipment you can carry.

lastly, choose up to 2,500 gp worth of appropriate (non-weapon) magic items that were gifted to you by your tribe.
This message was last edited by the GM at 21:46, Fri 26 Mar 2021.
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