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04:44, 4th May 2024 (GMT+0)

Rules, character creation, and RTJ.

Posted by GorumFor group 0
Gorum
GM, 2 posts
Our Lord in Iron
Thu 14 Apr 2022
at 20:37
  • msg #1

Rules, character creation, and RTJ

Rules and Expectations:

1: Have fun!  If something is impeding your ability to have fun, let me know in a PM and hopefully we can work it out.

2: I'm looking for a relatively fast paced game, so only apply if you can commit to a rate of about 4 posts per week.  If something comes up and you won't be able to post for a while, let me know.

3: Pick a color to represent your character's speech, and use it when they talk.  OOC comments should be in orange.

4: When taking actions with mechanical effects (I.E. spellcasting, skill use,) clearly state your actions, rolls, intended results, etc in orange below your main post.  This is especially important during combat

Example:
"Knife to meet you!" Alice yelled, hurling a dagger at the nearest cultist and diving behind the altar for cover.
FREE: Quickdraw dagger
STANDARD: Throw dagger at the nearest cultist (14 to hit, 4 damage if successful)
MOVE: Move behind altar, which provides cover against the cultists' ranged attacks.



5: To keep things flowing smoothly in PbP, Initiative will be handled in groups.  All enemies and NPCs will share the same intiative, and all players who act before the next enemy turn can post in whatever order they want.  Player turns will be resolved in the order they are posted, unless you specify otherwise in your post.

Example: Alice, Bob and Carol are fighting a pack of ghouls.  Their rolls are 5, 11, and 19 respectively, while the ghouls initiative is 8.  Bob and Carol each take a turn in whatever order they want, then the ghouls take a turn, then Alice, Bob and Carol take their turns in any order.

EDIT: Any character changing sides during combat automatically delays until their new sides next turn.

6: I will be listing enemy AC, CMD, Saves, etc.  When casting spells on an enemy, you can and should roll their save for them, so the results of the spell are immediately known.  If the enemy is planning to use any special reaction abilities, I'll generally mention them beforehand, and I ask that you do the same.  You can still use immediate actions without declaring them beforehand, barring some case-by-case exceptions.  If there are unexpected results from reactions or AoO's, we'll generally just roll with it outside of particularly extreme cases.
This message was last edited by the GM at 20:08, Fri 05 Aug 2022.
Gorum
GM, 3 posts
Our Lord in Iron
Thu 14 Apr 2022
at 20:40
  • msg #2

Character Creation

Level 6:
20 pt buy
Any race under 20RP
No restrictions on class or alignment
Starting wealth of 16000 GP
Max HP at first level, then half+1 for future levels.  So for a d8 hit die, you would get 5 hp before any bonuses.
Two traits, no drawbacks.  No campaign specific traits allowed.
All Paizo content allowed.  No third-party content.
This message was last edited by the GM at 22:18, Tue 07 Nov 2023.
Gorum
GM, 4 posts
Our Lord in Iron
Thu 14 Apr 2022
at 20:47
  • msg #3

House Rules

-The "Create Pit" family of spells is not allowed.
-The "Bloody Tears and Jagged Smile" spell only increases fear spell DCs by 1.
-No "Druidic Herbalism" variant for nature's bond.
-Any summoners must be the Unchained variant of the class.
-Clerics may choose whether to channel positive or negative energy at character creation, regardless of alignment.
-If a summoning spell is altered to take less than a full-round action, the summoned creatures are all staggered for one round, limiting them to one move or standard action.
-Creatures cannot use the pounce ability when staggered or otherwise unable to take a full attack action.
-Spellcasting items (such as scrolls, potions, etc.) may not have a caster level higher than your character level.
-No crafting allowed.
-Consumables are replaced after battle and equipment may be sold at full cost.  Effectively, everyone will have the same amount of cash available.
-Single-use items such as potions and scrolls cost double.  Items with a set number of charges like wands either cost double or come with half as many charges, your choice.
This message was last edited by the GM at 03:01, Thu 18 Jan.
Gorum
GM, 5 posts
Our Lord in Iron
Thu 14 Apr 2022
at 21:08
  • msg #4

RTJ

RTJ:  Character creation will be done as a group, so during the RTJ stage I'm mostly concerned with getting to know prospective players as players.

1: How long have you been playing tabletop/PbP games?

2: How familiar are you with the Pathfinder ruleset?

3: Describe a particularly interesting fight you remember.  Preferably from a tabletop game you've been involved in, but it could be anything that gives me an idea of what you consider to be an interesting battle.

4: Describe a character build you find interesting.  Not necessarily one you intend to use in this game, just something you enjoyed playing or always wanted to try.

For example: I've wanted to make an overrun-based fighter for a long time, using the Bulette Charge -> Bulette Leap -> Bulette Rampage feat path.  The idea would be to buff strength as much as possible, then plow through whole groups of enemies, doing trample damage and making them provoke AoOs as they get knocked down AND when they get back up again.  Obviously it wouldn't work against a lot of enemy types, but as a backup, he'd still be a burly power-attacking fighter, so it's not like he'd be useless.
This message had punctuation tweaked by the GM at 19:59, Thu 21 Apr 2022.
Gorum
GM, 8 posts
Our Lord in Iron
Thu 21 Apr 2022
at 20:44
  • msg #5

RTJ

I'm fine with any style of character sheet as long as it's easy to read, but this one is my favorite.

----------------------------------------------------------------------------
Name  : xxxxx               | Race  : xxxxx            | Height: x'x"
Player: xxx                 | Gender: xxxx             | Weight: xxxlbs
Update:                     | Age   : xx               | Eyes  : xxx
Align : xxxxx               | Size  : xxxxx            | Hair  : xxx
Deity : xxxxx               | Speed : xxft             | Hand  : xxx
----------------------------------------------------------------------------
       Ability    |   Temporary   | Class                 Level
     Score   Mod  |  Score   Mod  |  xxxxx                  x
STR   xx      +x  |               |  xxxxx                  x
DEX   xx      +x  |               |
CON   xx      +x  |               |
INT   xx      +x  |               |
WIS   xx      +x  |               |Total Level: x         Extra Feats: 0
CHA   xx      +x  |               |XP  :    xxxxx         Next:   xxxxxx
----------------------------------------------------------------------------
        Total   Current   Subdual |         Total   Dex   Misc
HP    :   xx       xx             | Init  :   +x  =  x  +
----------------------------------------------------------------------------
          Total        Armr  Shld   Dex  Misc
Full    :   10  =  10 +     +     +     +
AC      :   10  =  10 +     +     +     +
Touch   :   10  =  10 + xxx + xxx +     +
FlatFoot:   10  =  10 +     +     + xxx +
----------------------------------------------------------------------------
SAVES                          Ability
            Bonus    Base   Mod  Magic
Fort (Con):   +x    =     +     +     +
Ref  (Dex):   +x    =     +     +     +
Will (Wis):   +x    =     +     +     +
----------------------------------------------------------------------------
Base    Total   Base   Str   Misc | Base    Total   Base   Dex   Misc
Melee :   +x  =      +     +      | Range :   +x  =      +     +
----------------------------------------------------------------------------
Combat  Total  Base  Str  Misc    | Mnvr   Total  Base   Str   Dex  Misc
Mnvr   : +x  =  0  +  0  +  0     | Defense: +x  =  0  +  0  +  0  +  0
----------------------------------------------------------------------------

Weapon: xxxxxx         Weight: x lbs
Move Name    Type    Atk   Damage    Crit      Range   Type    Special
Attack      |Melee | +xx | xdx+x  | xx-20/x2 |   -   |   x   |
Charge      |Melee | +xx | xdx+x  | xx-20/x2 |   -   |   x   |

Weapon: xxxxxx         Weight: x lbs
Move Name    Type    Atk   Damage    Crit      Range   Type    Special
Attack      |Range | +xx | xdx+x  | xx-20/x2 |   -   |   x   |

Armor: xxxxxx           Weight: xx lbs
 AC  MaxDex Pen. SplFail Speed  Special
 +x |  +x  | -x |  xx%  | xxft | None

Armor: xxxxxx           Weight: xx lbs
 AC  MaxDex Pen. SplFail Speed  Special
 +x |  --  | -x |  xx%  | xxft | None

--------------------------------------------------------------------------
ABILITIES/FEATS

--------------------------------------------------------------------------
SPELLBOOK:

--------------------------------------------------------------------------
SPELLS KNOWN/PREPARED:
0:
1:
2:
x:

---------------------------------------------------------------------------
SPELLS PER DAY / SAVE DC (Spell Level + Ability Mod + 10)
1:  / DC xx
2:  / DC xx
x:  / DC xx

---------------------------------------------------------------------------
SKILLS (Max Rank = Level, Class Skills get +3 bonus with at least 1 Rank)

                 Key     Total Ability     Class  Misc
                 Ability  Mod   Mod  Ranks Skill  Mod
Acrobatics         (Dex) +    =    +    +    +
Appraise           (Int) +    =    +    +    +
Bluff              (Cha) +    =    +    +    +
Climb              (Str) +    =    +    +    +
Craft:_____        (Int) +    =    +    +    +
Diplomacy          (Cha) +    =    +    +    +
Disable Device^    (Dex) +    =    +    +    +
Disguise           (Cha) +    =    +    +    +
Escape Artist      (Dex) +    =    +    +    +
Fly                (Dex) +    =    +    +    +
Handle Animal^     (Cha) +    =    +    +    +
Heal               (Wis) +    =    +    +    +
Intimidate         (Cha) +    =    +    +    +
Knowledge:_____^   (Int) +    =    +    +    +
Knowledge:_____^   (Int) +    =    +    +    +
Knowledge:_____^   (Int) +    =    +    +    +
Linguistics        (Int) +    =    +    +    +
Perception         (Wis) +    =    +    +    +
Perform:_____      (Cha) +    =    +    +    +
Profession:_____^  (Wis) +    =    +    +    +
Ride               (Dex) +    =    +    +    +
Sense Motive       (Wis) +    =    +    +    +
Sleight of Hand^   (Dex) +    =    +    +    +
Spellcraft^        (Int) +    =    +    +    +
Stealth            (Dex) +    =    +    +    +
Survival           (Wis) +    =    +    +    +
Swim               (Str) +    =    +    +    +
Use Magic Device^  (Cha) +    =    +    +    +

^Trained only
Languages:

----------------------------------------------------------------------------
MONEY:
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GEAR (Weight):



TOTAL WEIGHT:
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LOAD:  Light   Medium (-3) Heavy/Max (-6)  Lift (x 2)  Push/Drag (x 5)
          lb         lb           lb             lb            lb
----------------------------------------------------------------------------
MAGIC ITEMS

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DESCRIPTION

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BACKGROUND


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