Just need a name to get you started. Afterwards, there's things to consider.
This is a homebrew game using Pathfinder 1e as it's mechanics, but there will be several changes.
Most important rule of all: Ask questions. I am happy to try to explain anything you wish to know. If it's something you shouldn't know, I will tell you.
I'm trying my hand at Roll20 for Combat maps, but, given it's issues, I will post the maps in the game thread and update it according to the PC's posts.
Since I now am running three games, I'm going to try to set a schedule. I will look to update this game on Wednesdays and Saturdays with a reminder post the day before. If I miss a day due to work or something else, the make up day will be Sunday. Please get your posts up before the deadline. I live in the EST zone and usually post between 0400 and 0600.
First change: Feat Taxes. This information can be found here:
https://michaeliantorno.com/feat-taxes-in-pathfinder/
Second: Swifts and Reactions are the same thing in my game, and you only get one or the other per turn unless you have an ability or feat that states otherwise. For example Combat Reflexes will give you extra AoOs normally, but instead it will give you extra reactions AND swift actions. Otherwise, if you cast a spell that's a swift action, you can't do any reactions until the start of your next turn. You are able to stand as a swift action? Well you can't do AoO's till your turn comes around again. This is to hopefully make battles more dynamic without removing AoO's entirely. This would make Combat Reflexes the best feat in the game, so it's benefit is cut by half. So someone with a +4 Dex mod only gets 3 Reactions a turn. This ruling breaks the normal dividing rules so a +3 Dex mod will still will give you +2 reactions.
Third: Posting rate. You must post at least once every 48 hours, if you can't keep up with this for some real life reason, just let me know. I can remove them from the main combat for a bit until you are more available. If you don't tell me, I'll assume they are doing nothing and will still be targets for the enemies. If everyone posts within that time, I will advance the story sooner.
Fourth: Be respectful and let's keep the politics and religion down. I don't mind a healthy debate, but understand that this is a text medium and thus emotions are very difficult to express. Don't just assume that someone is attacking you for your beliefs.
Fifth: Everything that is on Archives of Nethysis (
https://aonprd.com/Default.aspx) is okay to play with some exceptions. Races that have an otherworldly aspect to them, can be changed to just be another genetically altered human from before the fall. Below will be a new race and race option.
Sixth: There is no difference in Humanoids when it comes to effects. So a ranger's favored enemy is just Humanoid rather than all the various kinds. There are no Outsiders, Fey, or Elementals, so there's no need to worry about focusing on them. When they do come up, Fey will tend to be either humanoids or magical beasts, Outsiders will be Monstrous Humanoids, and elementals will be aberrations. Note, you will almost always only encounter Outsiders or Elementals as summoned beings made out of natural sources or ectoplasm. They are never living beings.
Seventh: If there's something you don't know, I will roll the check and look at your bonuses so as to cut down on metagaming. I'm going to assume that everyone is looking for traps, sensing motives, and listening for threats, so there's no need to tell me unless you feel like your character might have missed something and wish to try a second time. I will then roll again for you, but you will have to take the results of that roll even if it's worse. Don't assume that just because you're not trained, you have no chance of success. A nat 20 will at least give you something, even if it might not be completely useful or cryptic I'll at least give you a clue.
Eighth: There is no alignment as understood in Pathfinder in this game. Instead every being is broken down in to their affiliations to cryptic alliances. Most fall into Unaligned especially animals and other mindless creatures like constructs and undead. These officiations will be in "The world as we know it" thread. Spells or abilities that have alignment in them will also have their own post below discussing the changes.
Ninth: If you stand from prone, you don't necessarily provoke an AoO. You may make an Acrobatics check to avoid it as if you were moving to through a threatened square.
Tenth: I run surprise just a little different. Instead of a surprise round, those that are surprised roll initiative, then everyone not surprised adds their initiative modifier to the highest roll.
Eleventh: Healing outside of combat is always maximized. I justify this as you're taking the time to say the words just right or getting every drop out of that potion.
Twelfth: When it comes to needing to roll a 50 or a 20 percentile, you may chose these options stated as you roll in the Reason For Roll section of the die roller.
For 50% - Top half (51-100), Bottom half (01-50), Evens, or Odds.
For 20% - First 20 (1-20), Second 20 (21-40), Third 20 (41-60), Fourth 20 (61-80), Last 20 (81-100), or All 5s (any multiple of 5)
Thirteenth: Psionics are allowed and function as if they are just another form of magic. Information can be found here:
https://www.d20pfsrd.com/alter.../psionics-unleashed/
Fourteenth: Combat is run by myself rolling initiative for the creatures as a group, then each PC rolls their initiative. If your roll beats mine, you act before the creatures do and may post your action. If you don't, then you only need to post your initiative and combat will begin. I run the actions as a first post, first action in order. So even though you might have rolled better than everyone else, if you post your actions last, you actions happen last before the creatures act. This just makes life easy for me so that I don't have to keep going back to the start of combat to find your initiative and in making sure I don't miss anyone. Special Note: If you have been knocked unconscious and dying, you still need to roll to stabilize even if someone heals you that same turn. If you fail, you go down this one point as you are healed. If that last drop in hp would have killed you, you are saved just as you reached death's door.
Fifteeth: When taking the aid action, I always take whomever's roll is the best and then the other assists. In the real world, the lead could make a mistake and someone jumps in to stop or correct them. It's always considered a team effort.
Sixteeth: I will roll most knowledge rolls for you as soon as they are relevant. You may always request to roll them yourself, but, if in combat, you will lose your reaction for that round. I tend to roll secret things that you won't see, like creatures stealthing up on the party, noticing traps, and the like to keep things moving and removing the need to tip my hand when something is about to happen. You may declare that you are looking for something specific in your post and then roll, but you must keep the roll secret and PM it to me in your post so that the others don't know if you were successful or not. Rolls that don't follow this rule will be tossed out and you will be requested to roll again.
Seventeeth: While it's not required, I strongly suggest you have a backup character. They will level up as you level up and may have the starting gold of their equivalent level per the rules. You may also "trade" items to your alternate that you find, but only during downtime. I would hand wave this as your current character "sells" it and your alternate picks it up without any real money changing hands.
This message was last edited by the GM at 09:58, Tue 20 Feb.