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.