Rulyon's GM Application
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Rulyon's GM Application
Aeinorean Chronicles
What Players Need to Know:
A certain level of familiarity with the Pathfinder RPG system may increase your enjoyment of this game. I encourage you to read as much or as little as you desire at http://paizo.com/pathfinderRPG/prd/, beginning with the Core Rulebook. Of course, you can always simply trust your GM and ask questions!
- The Game Experience:
- The Aeinorean Chronicles is a High-Fantasy game in a medieval period roughly equivalent to the European Renaissance of the 14th-17th centuries.
Characters will be granted Experience Points for each Encounter successfully completed; each Encounter will be worth a certain number of Experience points to be split evenly between all PCs present. Encounters will not always be violent combat; the term Encounter includes Puzzles, Traps, Diplomacy, Investigations, Natural Hazards, and (yes) Combat.
Success or Failure in almost every Encounter will rely primarilly on d20 rolls modified by character Ability scores and Skills (Skills are further modified by Ability scores).
Experience Points will be rewarded immediately upon the completion of an Encounter. You must be present throughout the duration of an Encounter to earn Experience Points. That is to say, if you're in an excused absence and NPC'd for the Encounter then you will not earn XP for said Encounter. Once your character has earned enough experience points to reach the next Character Level, you may level your character up at your leisure; play will continue with your character at present level until your Character Advancement is submitted to (and approved by) me. I highly recommend you read the page linked here before your first Character Advancement; it will help you prepare for your character's development throughout your journey through Aeinor.
- Mechanics:
- This game will operate with the rules of the Pathfinder RPG, by Paizo. Success in actions will be determined by rolling d20 (modified by abilities and skills). It must meet or exceed the Difficulty Class (a numeric value representing the relative difficulty of the action) or the Armor Class (a numeric value representing how difficult it is to land a solid, damaging blow on an opponent).
Money is the customary platinum/gold/silver/copper system with 10 of the lesser denominations equal to 1 of the next greater denomination.
A round of combat represents 6 seconds in the game world. (Therefore, effects that last "one minute" lasts for ten rounds. Combat will be cyclical with each player character and NPC able to do 2 actions per round. Typically, either 2 move actions, 2 standard actions or 1 of each. The exception would be if they choose to do a Full-Round action. Such an action is "constant", lasting until the beginning of their next turn. Such actions would include Full-Attack actions (granting multiple attacks per round, depending on their Base Attack Bonus), or maintaining a Bardic Performance to assist allies or hinder enemies. Those interested in learning the full mechanics of combat may read the Combat Page.
- Game Setting:
- Social, economic, political, and technological reform is on the horizon. More importantly, everyone knows it. Indeed, some would say the cultural revolution is in full-swing. Scholars in the great raynar metropolis of Abragado-Rae are calling it The Progression, and people from all corners of the world are flocking to the city for a chance to take something new back home... or perhaps start a new life entirely. Play begins with the character's freshly arrived at the city of Abragado-Rae and relaxing after their travels at the Green Trousers Tavern. Little do they know that their future actions could very well spell salvation or doom for city the in which they seek their fortune and quite possibly the world at large...
- World Setting:
- The six civilized races of Aeinor live in (relative) peace and prosperity.
Each of the races have their own traditions, beliefs, and racial territories (with the exception of the Reiherri, who live symbiotically in the Wilds within the borders of all the land). Mutually dependant upon each other for trade and protection, the races generally have got along. The occasional disagreement and war may have arisen, but eventually mutual need (and the threat of invasion from without) have prompted the diplomats of all the races to forge a peace accord.
Humanity is the dominant race on the planet. The largest and most powerful human nation is the Kingdom of Aeinor. Humanity at its finest (and it's worst), Aeinor is a feudal society centrally located in the realm. While the majority of the population in the Kingdom is Human, all the civilized races are represented and call the land home. The Aeinorean Royal Legion (ARL) is the largest single military presence on the Continent, and it is primarily through it's mere existance that the goblins, orcs, shrykul, jackals, gnolls, giants, and so forth have not conquered any of the civilized races. Threat of force is something that even an unintelligent giant can understand, and the presence of the ARL deters any truly ambitious endeavours on their part.
The Kingdom of Aeinor is by no means the only human power in the land, however. There are numerous other nations, though none as powerful as Aeinor, each one with it's own distinct customs and beliefs. Perhaps the furthest one could come from Aeinor in terms of lifestyle is their immediate neighbor, Sorpath. Where Aeinor is a feudal patriarchy, Sorpath is agrarian. Few Sorpathans amount to much more in their lives than raising enough food to last them through the next winter. This task is made more difficult by the shrykul raids along the eastern border and the roving jackal bands in the west. Despite the raids, few enterprising families along major trade routes grow enough to sell, and as such Sorpath is slowly turning into a more prosperous nation. Unfortunately that also means attracting the raiders further north, where the ARL may soon be forced into action.
While Humanity is the dominant race on the planet, the Raynar are arguably the most influential. Their capital city, the great metropolis Abragado-Rae, is larger even than the Kingdom of Aeinor's glorious Crown City. Situated in a large pass between two mountain ranges. The city is ideally located to serve as a trade hub between Aeinor and its far western neighbors. The only other option beyond traveling through the city is to make a detour north around the mountain range through the Mishkan desert, a treacherous journey that few can afford to make. If a week of travel through the desert doesn't kill travelers, shrykul raiders likely would. Only the hardiest and most desperate of travelers would opt for the desert route.
The Valcii live in relative isolation in the deep tundra or desert. Their most sizable settlement is Ghrish'na'a, an Eyrie in the Mishkan desert. Ghrish'na'a was built around a natural oasis. The centerpoint of Ghrish'na'a is called the Grand Creche, the children of the city spend their days here learning everything they need to know to contribute to the society when they reach maturity. Since it was built around the oasis, this is the one exception to the typical Valciin architecture. It's not built to an exact circle. Instead, the Grand Creche is shaped roughly like three circles joined in a triangle. The rest of Grish'na'a is built in a style typical of Valciin construction: concentric rings, with large walls dividing the layers. As the city grows, new walls are added, increasing the footprint and security of the core.
The Hannoth live in Cannor's Cauldron, a large mountain range east of Aeinor.
Canith live in a forested region north of Aeinor.
- Example of Play-Combat:
- This example may be a little difficult to follow Out-of-Context, so I'll provide explanations along the way. Any explanation will be in the color Indigo. We're following a four-character group:
Kursk - Raynar Sorcerer, Deep Earth Bloodline.
Jayk - Valcii Cleric of Sarenrae, spell domains of Healing and Sun.
Aenkidu - Reiherri Ranger, and her animal companion, Spook, a Prairie Wolf.
Natania - Human Paladin, worships the deity Sarenrae.
In the previous roll they came across a locked door baring their progress. Since Natania is the strongest of the group, (and their rogue, Aimee, was killed in the last fight) they elected to allow Natania the honor of bashing the door down with brute strength. The door is strong, requiring a DC 15 Strength check. Natania's strength is 14, so her Strength modifer is (+2).End of Previous Roll wrote:Encounter: Locked Door (Requires DC 15 Strength Check)
Roll: d20 + 2
Result: [16] (14+2)Story
The door crashes open and as per previous agreement Jayk leads the way, followed by Natania, Aenkidu, and finally Kursk. The group files outside into an open-air courtyard 30 feet wide and 40 feet deep. Rotted corpses of several Monks litter the courtyard, yet more evidence that the raiders behind last month's senseless slaughter felt no more compassion for the pacifistic order than they would for worms crushed beneath their boots. The poor monks were left to rot where they fell. Unfortunately, their violent deaths ensured the souls of these monks, like the others encountered so far, have not found eternal rest. You have barely exited the building when six human skeletons rise from the ground in a grisly scene that has become all-too-familiar. Bits of flesh cling to their bones here and there, blood drips from every imaginable place, and empty eye sockets turn toward you, lit from within by an unholy red glow. They reach clawed hands up towards you and look none-too-friendly.
Combat Entered
Roll: Initiative (d20 + DexModifier)
Result:
Jayk - [17] (15+2)
Aenkidu - [14] (11+3)
Natania - [12] (10+2)
Skeleton Horde - [7] (1+6) (Improved Initiative Feat)
Kursk - [5] (2+3)
At this point, players post their actions.
Jayk is a Neutral Good cleric and thus channels positive energy. He can choose to either heal living creatures or harm undead. He generally must declare which effect he wants, but since his move is first and the characters are at full health, I can infer he intends to harm the skeletons. Undead creatures caught in an energy channel get a Will save roll to cut the damage received in half. Channel Energy has a radius of 30 feet, which means Skeleton 1 in the back corner would be out of range. Moving to C5 is risky, since Skeletons 5 and 6 will now Flank him (receiving a +2 bonus to attack rolls against Jayk) but Jayk's player has determined the possibility of taking them out of the fight early is worth the risk.Jayk wrote:I move to C5 and Channel Energy.
*Skeletons have [DR 5/Bludgeoning], which means a -5 penalty is applied to any physical damage roll against them. This damage reduction is bypassed only by Bludgeoning damage (such as from maces, hammers, or falling from height) or by magic (such as Fireball, Magic Missle, or enchanted weapons). Aenkidu's arrows deal Piercing damage, so a -5 penalty is applied to any damage roll made against the skeletons.Aenkidu wrote:Well, we learned in the last fight my arrows are next to useless against these things*, I'm going to move to B6 and use the Aid Another action to give Jayk +2 AC against skeleton 5. Spook is going to assist me in this.Natania wrote:I'm going to move to E5 and attack Skeleton 4 to prevent it from moving behind Jayk and flanking him with skeleton 3.Kursk wrote:Use Expeditious Excavation beneath Skeleton 6. He'll get to act this turn, but maybe I can occupy him in a hole for his next turn so he won't be flanking Jayk.
At this point, all players will have posted and I'll do the roll. My post will follow.Rulyon wrote:Story
Jayk brandishes his mace in one hand and Sarenrae's figurine in the other, utters a battle cry, and rushes forth. He holds the symbol out and opens himself to Sarenrae's energy. White holy fire rushes out in a wave, filling the room with near-blinding light for a few moments. The skeletons visibly shudder from the impact; two of them burst into fire and collapse into ash as the Goddess's pure energy washes over them. Those still standing recover quickly and begin assaulting Jayk from all directions with grisly claws and frightening speed.
Aenkidu exchanges her bow for her shortsword and Natania brandishes her morningstar, then as one they follow Jayk into the thick of the melee. The skeletons face their new challengers with an eerie silence. Aenkidu and Spook clash with the skeleton to Jayk's left; it shrugs off their attack, but the distraction proved enough to throw off it's aim. The swipe it aimed at Jayk's neck fell a few inches short.
Natania was more successful. With a single overhead swing she takes one skeleton out of the fight and shows why paladins are the bane of the undead. Bones crunch, then clatter to the ground as her morningstar smashes down on it's shoulder and neck, smash through ribs, and finally shatter the pelvis.
Kursk quickly discerns that Jayk is still in trouble though. He reaches deep within himself and then down within the very earth beneath his feet. Bending it to his will, he opens a hole beneath the feet of a skeleton. The hole formed quickly, but not quickly enough. As the ground collapsed beneath the skeleton it swipes out at Jayk, catching him in the side just below his scale mail. The skeleton then lands hard in the bottom of the fresh pit. Undeterred it begins to claw its way out of the pit as the battle rages on...Rolls
Action: Channel EnergyJayk wrote:I move to C5 and Channel Energy.
Damage Roll: 1d6
Result: [5]
Save Allowed: Will Save halves damage received.
Will Save Rolls: DC = 14 (10 + 1/2 Cleric Level + Jayk's Charisma Modifier)(10 + 1 + 3)
Result:
Skeleton 1: [9] (5 + 4) [Failure] [Target Reduced to 0 HP]
Skeleton 2: [13] (9 + 4) [Failure] [Target Reduced to 0 HP]
Skeleton 3: [24] (20 + 4) [Success]
Skeleton 4: [15] (11 + 4) [Success]
Skeleton 5: [23] (19 + 4) [Success]
Skeleton 6: [16] (12 + 4) [Success]
Action: Aid Another (With Spook)Aenkidu wrote:Well, we learned in the last fight my arrows are next to useless against these things*, I'm going to move to B6 and use the Aid Another action to give Jayk +2 AC against skeleton 5. Spook is going to assist me in this.
Roll: d20+2(Str) VS DC 10 (Aenkidu); d20+1(Str) VS DC 10 (Spook)
Result: [11] (Aenkidu) [Success], [14] (Spook) [Success] [Jayk receives a cumulative +4 AC bonus against Skeleton 5's next attack.]
Action: Attack Skeleton 4 [Morningstar, Dmg 1d8+2(Str), Critical x2]Natania wrote:I'm going to move to E5 and attack Skeleton 4 to prevent it from moving behind Jayk and flanking him with skeleton 3.
Roll: d20+2(Str) VS Target AC (14)
Result:[17] (15 +2) [Success]
Damage Roll: [8] (6+2) [Target Reduced to 0 HP]Skeleton Horde wrote:Skeleton 3
Action: Attack Jayk [2 Claws +2, Dmg 1d4+2(Str)]
Roll: d20+2(Str) VS Target AC (18)
Result: [16] (14+2) [Failure]
Skeleton 5
Action: Attack Jayk [2 Claws +2, Dmg 1d4+2(Str)]
Roll: d20 +2(Str) +2(Flanking) VS Target AC (22) (18+4 [Aid Another Bonus])
Result: [19] (15+2+2) [Failure]
Skeleton 6
Action: Attack Jayk [2 Claws +2, Dmg 1d4+2(Str)]
Roll: d20 +2(Str) +2(Flanking) VS Target AC (18)
Result: [21] (17+2+2) [Success]
Damage Roll:[6] (4+2)
Action: Cast Expeditious ExcavationKursk wrote:Use Expeditious Excavation beneath Skeleton 6. He'll get to act this turn, but maybe I can occupy him in a hole for his next turn so he won't be flanking Jayk.
School: transmutation [earth]
Casting Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Area: dirt in a 5-ft. cube
Duration: instantaneous
Saving Throw: Reflex, per spell text
Reflex Save Roll: DC = 15 (10 + Spell Level + Kursk's Charisma Modifier) (10+1+4)
Result: [14] (12+2) [Failure] [Skeleton 6 falls Prone]
There will be improvements made to the Battle Map. I rushed through making these and failed to indicate spell ranges, character statuses, or to mark targets destroyed in combat.
End of Sample Roll
Should you choose to join the Aeinorean Chronicles, refer to the "Character Development" post below.
Last edited by Rulyon on Mon Feb 27, 2012 1:56 am; edited 11 times in total
Rulyon- Avid Roleplayer
- Posts : 611
Join date : 2011-02-21
Age : 40
Location : Fort Worth, Texas, USA
Character Development
Character Creation:
I look forward to helping you make your characters! Yes, this is my first responsibility as your GM. This game has many stats, accounting for many possible events in the game...nobody can be expected to jump in and get everything right the first time. But that's alright, I'm here to help you with any questions you may have via PM. Best part is, you don't need to keep track of all of it, I'll handle that. But if you choose too you certainly may!
Step 1: Determine Ability Scores and Bonuses
Step 2: Choose Your Race
Step 3: Choose Your Class
Step 4: Pick Skills and Feats
Step 5: Buy Equipment
Step 6: Finishing Details
Step 1: Determine Ability Scores and Bonuses
Start by generating your character's ability scores. These six scores determine your character's most basic attributes and are used to decide a wide variety of details and statistics. Some class selections require you to have better than average scores for some of your abilities.
All attributes start at a base score of 10. You have 25 points to spend to increase your Ability scores, and can gain additional points by decreasing other Attributes. No score can be reduced below 7 or increased above 18 in this method. The Table 1-1 shows the cost for each score, while Table 1-2 shows the ability modifiers and bonus spells. You can't cast spells related to an ability that is below 10. A positive modifier is a Bonus, while a negative modifier is a Penalty.
Table 1-1: Ability Score Costs
Table 1-2: Ability Score Modifiers and Bonus Spells by Spell Level
And so on, though I doubt anyone will achieve ability scores this high.
I look forward to helping you make your characters! Yes, this is my first responsibility as your GM. This game has many stats, accounting for many possible events in the game...nobody can be expected to jump in and get everything right the first time. But that's alright, I'm here to help you with any questions you may have via PM. Best part is, you don't need to keep track of all of it, I'll handle that. But if you choose too you certainly may!
- Character Sheet Format:
Basics
Name:
Race:
Class & Level:
Deity:
Size:
Gender:
Age:
Racial-Specifics, such as Low-Light Vision, belong listed here in bold.
Ability Scores (Score | Modifier)
Strength(Str):
Dexterity(Dex):
Constitution(Con):
Intellect(Int):
Wisdom(Wis):
Charisma(Cha):
Combat Statistics
HP:
AC: (10 + Armor Bonus + Shield Bonus + Dex Modifier + Size Modifier + Natural Armor + Deflection Modifier)
Touch AC: (AC - Armor Bonus - Shield Bonus)
Flat-Footed AC: (AC - Dex Modifier)
Fortitude Save(Con): (Total = Base Save + Ability Modifier + Misc)
Reflex Save(Dex): (Total = Base Save + Ability Modifier + Misc)
Will Save(Wis): (Total = Base Save + Ability Modifier + Misc)
Base Attack Bonus: (Per Class)
CMB: (BAB + Str Modifier + Size Modifier)
CMD: (BAB + Str Modifier + Dex Modifier + Size Modifier + 10)
Weapons:
(Name, Damage, Critical, Range, Type, Weight)
AC Items:
(Name / Bonus / Type / Max Dex Bonus / Check Penalty / Spell Failure / Weight / Max Speed)
Inventory
Encumbrance
Total Encumbrance:
Light Load:
Medium Load:
Heavy Load:
Skills
Name(Ability) : [Total] (Ability Mod + Skill Rank + Misc)
Feats
Weapon Proficiencies
Spells
Level 0:
Level 1:
Biography
- Character Sheet Sample:
Basics
Name: Riven
Race: Human
Class & Level: Cleric
Deity: Sarenrae
Size: Medium
Gender: Male
Age: 34
Ability Scores (Score | Modifier)
Strength(Str): 12 (+1)
Dexterity(Dex): 12 (+1)
Constitution(Con): 11 (+0)
Intellect(Int): 14 (+2)
Wisdom(Wis): 16 (+3)
Charisma(Cha): 14 (+2)
Combat Statistics
HP: 8
AC: [17] (10+5+1+1+0+0+0)
Touch AC: [11] (17-5-1)
Flat-Footed AC: [16] (17-1)
Fortitude Save(Con): [+2] = (2+0+0)
Reflex Save(Dex): [+1] (0+1+0)
Will Save(Wis): [+5] (2+3+0)
Base Attack Bonus: +0
CMB: [+1] (0+1+)
CMD: [12] (0+1+1+0+10)
Weapons:
(Name, Damage, Critical, Range, Type, Weight)
Morningstar, 1d8, x2, B and P, 6 lbs
Glaive, 1d10, x3, S, 10 lbs., Reach
Light Crossbow, 1d8, 19-20/x2, 80 ft., P, 8 lbs.
AC Items:
(Name / Bonus / Type / Max Dex Bonus / Check Penalty / Spell Failure / Weight / Max Speed)
Scale Mail, +5 AC, Medium, +3 Max Dex, -4 Armor Check Penalty, 25% Spell Failure, 30 lbs., 20 ft.
Light Steel Shield, +1 AC, Shield, Full Dex, -1 Armor Check Penalty, 5% Spell Failure, 6 lbs.
Skills
Knowledge (Religion) (Int): [5] (2+1+3)
Diplomacy (Cha): [5] (2+1+3)
Knowledge (Arcana) (Int): [5] (2+1+3)
Linguistics (Int): [5] (2+1+3)
Feats
Selective Channeling
Spells
Domains: Healing, Fire
Save DC: 10 + (Spell Level) + 3
Level 0: Light, Resistance, Stabilize, Detect Magic,Read Magic, Detect Poison
Level 1: Divine Favor, Magic Weapon, Shield of Faith, Comprehend Languages + Burning Hands
Step 1: Determine Ability Scores and Bonuses
Step 2: Choose Your Race
Step 3: Choose Your Class
Step 4: Pick Skills and Feats
Step 5: Buy Equipment
Step 6: Finishing Details
Step 1: Determine Ability Scores and Bonuses
Start by generating your character's ability scores. These six scores determine your character's most basic attributes and are used to decide a wide variety of details and statistics. Some class selections require you to have better than average scores for some of your abilities.
All attributes start at a base score of 10. You have 25 points to spend to increase your Ability scores, and can gain additional points by decreasing other Attributes. No score can be reduced below 7 or increased above 18 in this method. The Table 1-1 shows the cost for each score, while Table 1-2 shows the ability modifiers and bonus spells. You can't cast spells related to an ability that is below 10. A positive modifier is a Bonus, while a negative modifier is a Penalty.
- The Ability Scores:
- Strength (Str)
Strength measures muscle and physical power. This ability is important for those who engage in hand-to-hand (or "melee") combat, such as Fighters, Paladins, and some Rangers. Strength also sets the maximum amount of weight your character can carry. You apply yourcharacter's Strength modifier to:
* Melee attack rolls
* Damage rolls when using a melee weapon or a thrown weapon, including a sling. (Exceptions: Off-hand attacks receive only half the character's Strength bonus, while two-handed attacks receive 1-1/2 times the Strength bonus. A Strength penalty, but not a bonus, applies to attacks made with a bow that is not a composite bow.
* Climb and Swim checks.
* Strength checks (for breaking down doors and the like).
Dexterity (Dex)
Dexterity measures agility, reflexes, and balance. This ability is the most important one for rogues, but it's also useful for characters who wear light or medium armor or no armor at all. This ability is vital for characters seeking to excel with ranged weapons, such as the bow or sling. You apply your character's Dexterity modifier to:
* Ranged attack rolls, including those for attacks made with bows, crossbows, throwing weapons, and many ranged spell attacks.
* Armor Class (AC), provided that the character can react to the attack.
* Reflex saving throws, for avoiding fireballs and other attacks that you can escape by moving quickly.
* Acrobatics, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, and Stealth attacks.
Constitution (Con)
Constitution represents your character's health and stamina. A constitution bonus increases a character's hit points, so the ability is important for all classes. You apply your character's Constitution modifier to:
* Each roll of a Hit Die (though a penalty can never drop a result below 1-that is, a character always gains at least 1 hit point each time he advances in level).
* Fortitude saving throws, for resisting poison, disease, and similar threats.
If a character's Constitution score changes enough to alter his or her Constitution modifier, the character's hit points also increase or decrease accordingly.
Intelligence (Int)
Intelligence determines how well your character learns and reasons. This ability is important for Wizards, Mages and Talismentalists because it affects their spellcasting ability in many ways. Creatures of animal-level instinct have Intelligence scores of 1 or 2. Any creature capable of understanding speech has a score of at least 3. You apply your character's Intelligence modifier to:
* The number of bonus languages your character knows at the start of the game. These are in addition to any starting racial languages and Common. If you have a penalty, you can still read and speak your racial languages unless your Intelligence is lower than 3.
* The number of skill points gained each level, though your character always gets at least 1 skill point per level.
* Appraise, Craft, Knowledge, Linguistics, and Spellcraft checks.
A Wizard or Mage gains bonus spells based on his Intelligence score. The minimum Intelligence score needed to cast a Wizard or Mage spell is 10 + the spell's level.
Wisdom (Wis)
Wisdom describes a character's willpower, common sense, awareness, and intuition. Wisdom is the most important ability for clerics and druids, and is also important for paladins and rangers. If you want your character to have acute senses, put a high score in Wisdom. You apply your character's Wisdom modifier to:
* Will saving throws (for negating the effects of spells).
* Heal, Perception, Profession, Sense Motive, and Survival checks.
Clerics, druids, and rangers get bonus spells based on their Wisdom scores. The minmum Wisdom score needed to cast a cleric, druid, or ranger spell is 10+ the spell's level.
Charisma (Cha)
Charisma measures a character's personality, personal magnetism, ability to lead, and appearance. It is the most important ability for paladins and spiritualists. It is also important for clerics, since it affects their ability to channel energy. For undead creatures, Charisma is a measure of their unnatural "lifeforce." You apply your character's Charisma modifier to:
* Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device checks.
* Checks that represent attempts to influence others.
* Channel energy DCs for clerics and paladins attempting to harm undead foes.
* DC to resist a Sprititualist's spells.
Spiritualists gain bonus spells and summons based off her Charisma score. The minimum Charisma score needed to cast a Spiritualist score is 10+ the spell's level.
Table 1-1: Ability Score Costs
Score | Points | Score | Points | |
7 | -4 | 13 | 3 | |
8 | -2 | 14 | 5 | |
9 | -1 | 15 | 7 | |
10 | 0 | 16 | 10 | |
11 | 1 | 17 | 13 | |
12 | 2 | 18 | 17 |
Table 1-2: Ability Score Modifiers and Bonus Spells by Spell Level
Ability Score | Modifier | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1 | -5 | - | - | - | - | - | - | - | - | - | - |
2-3 | -4 | - | - | - | - | - | - | - | - | - | - |
4-5 | -3 | - | - | - | - | - | - | - | - | - | - |
6-7 | -2 | - | - | - | - | - | - | - | - | - | - |
8-9 | -1 | - | - | - | - | - | - | - | - | - | - |
10-11 | 0 | - | - | - | - | - | - | - | - | - | - |
12-13 | +1 | - | 1 | - | - | - | - | - | - | - | - |
14-15 | +2 | - | 1 | 1 | - | - | - | - | - | - | - |
16-17 | +3 | - | 1 | 1 | 1 | - | - | - | - | - | - |
18-19 | +4 | - | 1 | 1 | 1 | 1 | - | - | - | - | - |
20-21 | +5 | - | 2 | 1 | 1 | 1 | 1 | - | - | - | - |
22-23 | +6 | - | 2 | 2 | 1 | 1 | 1 | 1 | - | - | - |
24-25 | +7 | - | 2 | 2 | 2 | 1 | 1 | 1 | 1 | - | - |
26-27 | +8 | - | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 | - |
28-29 | +9 | - | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 |
30-31 | +10 | - | 3 | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 |
32-33 | +11 | - | 3 | 3 | 3 | 2 | 2 | 2 | 2 | 1 | 1 |
34-35 | +12 | - | 3 | 3 | 3 | 3 | 2 | 2 | 2 | 2 | 1 |
36-37 | +13 | - | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 2 | 2 |
38-39 | +14 | - | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 2 |
40-41 | +15 | - | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 |
42-43 | +16 | - | 4 | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 2 |
44-45 | +17 | - | 5 | 4 | 4 | 4 | 4 | 3 | 3 | 3 | 3 |
Last edited by Rulyon on Mon Feb 27, 2012 6:32 am; edited 11 times in total
Rulyon- Avid Roleplayer
- Posts : 611
Join date : 2011-02-21
Age : 40
Location : Fort Worth, Texas, USA
Step 2: Choose Your Race
The races are in spoilers to avoid dramatic walls of text. Just open the spoiler in the race that interests you.
- Canith:
- Canith are an imperialistic lupine race that has periodically been at odds with the Humans of Aeinor. The wars between the races have been devistating for both sides. Conversely, the peace time between them have been equally beneficial to both races. When at war, they are devistating... when at peace and working together against a common foe, they are unstoppable. Canith phalanxes supported by humanity's marksmen and spell crafters have spelled doom for many an outside foe wishing to do harm to either side. Still, even without the support of humanities troops, a Canith phalanx is nigh impossible to break. Strong shield formations supported by their iconic Glaive warriors fit Canith military philosophy perfectly: dig in deep, advance slowly, and cut down opposing troops with their polearms before they can get within range to bypass their near-impenetrable shield line.
Physical Description: Canith are larger than humans, though not as imposing as the Hannoth. They are covered entirely in fur, much like their Raynar cousins, though they resemble wolves more than foxes. Almost all Canith are grey or black, with the occasional brown-furred Canith a rare individual indeed (and almost certain to be swarming in suitors when they come of age. A snarling Canith has struck fear into the hearts of even the indomitable Hannoth. They were quite obviously evolved from a successful predator.
Society:Canith society is imperialistic and caste-oriented. You'd never see a Merchant Canith socializing or courting a soldier or a servant. The most common caste in Canith society is indeed the Soldier. Those born in the soldier caste likely remain there. Those born in a lower caste can only hope to achieve greatness for their family by electing to serve in the army, thus elevating themelves to the Soldier caste. Those higher may find the priviliged life boring, for find themselves reduced to Soldier as a punishment for some grave crime. Either way, once a Soldier, always a Soldier, until one proves oneself valorous in combat.
Relations: Canith respect Hannoth prowess in battle and the Valcii hardiness. Reiherri both confuse and amuse them, as they resemble the prey animals that was once the staple diet of the Canith ancestors. Canith have long since evolved beyond eating every breathing thing that moved, but still, the amusement is there. Canith are cautious around humans, very understandable given their long racial differences, but once a human shows themself trustworthy they become steadfast and loyal companions. Raynar are looked upon with mixed emotions: kinship for one's distant cousins, ridicule for their physical inferiority, and respect for their intellect and dexterity.
Alignment and Religion: The life in Canith caste-based society ensures many Canith at home are Lawful Neutral or Lawful Good. Though adventurers are far more likely to be Chaotic Neutral or Chaotic Good, since their choice to leave home likely reflects the fact that life in a caste system doesn't agree with their freedom-minded ilk. Canith at home will likely worship deities that promote community or law, whereas those that often travel abroad my prefer deities that promote individual freedom or grant protection on the road.
Adventurers: As mentioned before, Canith adventurers are likely freedom-minded individuals that could not (or would not) function well in a caste-based society. Conversly, perhaps they were banished for some transgression, whether large or small, and long to earn their right to return home.
Male Names: Gaius, Lucius, Marcus, Quintus, Tiberius, Gnaeus, Vibius.
Female Names: Gaia, Lucia, Marca, Quinta, Tiberia, Gnaea, Vibia.
+2 Strength, +2 Wisdom, -2 Dexterity: Canith are strong and wise, but not quite as nimble as the smaller races.
Medium: Canith are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Canith have a base speed of 30 feet.
Line Fighting: Canith receive Combat Reflexes as a bonus Feat at first level.
Phalanx Fighter: When armed with a Reach weapon Canith threaten adjacent squares as well as their weapon's reach when determining valid targets for melee attacks or Attacks of Opportunity.
Weapon Familiarity: Canith are proficient with swords, reach weapons (especially Glaives), and treat any weapon with "Canith" in the name as a Martial weapon.
Racial Terrain: Canith can choose between Grassland, Forest, and Mountain for their Racial Favored Terrain.
Languages: Canith begin play speaking Canith and Common. Hannoth with high Intelligence scores can choose from the following: Raynish, Reiherri, Valciin, Orcish, Goblin, Slith, and Jackel.
- Hannoth:
- Hannoth are a powerful simian race with ancestral roots in the jungles of Logaria. An ancient war against the reptilian Vokron drove them into the peaks of Cannor's Cauldron. This sparked an undying enmity, both for the loss of their ancient homeland, but also for driving them into territorial disputes with the Goblins of the Rusted Blade clan. As such the Hannoth have spent the past several hundred years in near-constant warfare. The Hannoth ferocity has often forced a stalemate and truce with the Rusted Blade Goblins, but inherrent Goblin animosity has always resulted in a resurgance of hostilities.
Physical Description: Hannoth are tall and muscular, and stand about a foot taller than humans, with broad shoulders and proportionately longer arms that account for their imposing appearance. Bodies for both male and female Hannoth are covered almost entirely in fur ranging in color from light brown to black, with the exception of their faces, the front of their torsos, and their hands and feet. The easiest way for non-Hannoth to tell males from females is the Male tendency to shave patterns in their arm hair akin to the war-paint designs of their human barbarian allies and the female tendency to abstain from such displays. But again, these are only tendencies, as exceptions to the rule do occur, and it is a mildly unreliable method of telling a Hannoth's gender. Individuals with regular exposure to the race will notice that, like humans, female Hannoth tend to have slightly more slender facial features and smaller frames.
Society: Status in Hannoth society revolves around one thing: one's capability to contribute to the near-constant struggle against the Goblins of the Rusted Blade. Craftsmen to produce tools and weapons, hunters to provide food, and especially warriors to hold off their hated enemies. Males and females incapable of bearing young engage the Goblins in close quarters combat amongst the cliffs of Cannor's Cauldron and within the tunnel warrens the Goblins favor for their homes. The brief periods of peace the Hannoth may find themselves under are times of courtship rituals and mating. Hannoth males of more valorous reputation find more willing mates than their lesser-experienced peers, though the drastic ratio of female-to-male Hannoth (a result of loses in battle against the Goblins) guarantees that nearly all will find at least one willing partner. When the drums of war thunder once again, the warriors go off to battle while the fertile females remain at home, tending (and giving birth) to the young, watched over by Hannoth that survived the battles long enough to reach a venerable age.
Relations: Hannoth tend to be war-weary, grim individuals, yet those who break through this exterior tend to find a well-hidden core of empathy. Hannoth tend to be accepting of all other races, after all, why cause yourself more trouble when you have so much at home already? However, they do tend to regard humans with some degree of envy for their numerous settlements and expansive empires. Raynar are viewed as clever tradesmen and diplomats to whom the Hannoth actually feel thankful; Raynar provide them with goods and weapons in times of shortages in return for Hannoth protection from maurading bands of Goblins along the Shang-Ti Trail through the mountains. Reiherri, whom dwell undergroud like the Rusted Blade Goblins, are a mystery to Hannoth, and would be regarded as suspicious were it not for the Mountain Clan with whom the Hannoth share Cannor's Cauldron. It is the Valcii with whom the Hannoth feel the closest kinship, however recognizing the powerful fighters for their builds and hardiness, both against adversaries and the forces of nature.
Alignment and Religion: Forced to live a life of near-constant warfare, Hannoth life is far too strained for most to bother with ideals such as religion. Those who do bother to worship gods tend to favor deities who promote warfare or individual strength, such as Gorum, Cayden Cailean, Lomashtu, and Rovagug. Constant struggle has taught them the value of life, and while also showing them that sometimes one mustn't blanch to do what is right because another would frown upon it. As a result most Hannoth tend to be Neutral Good, or within one step of such alignment on either axis.
Adventurers: Though Hannoth adventurers are rare compared to Humans, they can be found in most regions of the world. Foreward-thinking Hannoth often initially leave the confines of Cannor's Cauldron in times of peace to seek wealth or goods with which to fund the war effort against the Rusted Blade or a new land in which the Hannoth can settle in peace. Other Hannoth may be exiled in disgrace for some reason or another, seeking redemption in the eyes of their people through acts of valor in combat. Fewer still have actively abandoned their homeland under the intention that, should they be forced into a life of combat, it will be in their own terms, with something to gain for themselves out of it.
Male Names: Ausk, Davor, Hakak, Kizziar, Makoa, Nesteruk, Tsadok
Female Names: Canan, Drogheda, Goruza, Mazon, Shirish, Tevaga, Zeljka.
+2 Strength, +2 Constitution, -2 Dexterity: Hannoth are built solidly, but other races can run circles around them.
Medium: Hannoth are Medium creatures (barely!) and have no bonuses or penalties due to their size.
Normal Speed: Hannoth have a base speed of 30 feet.
Imposing: Hannoth receive Intimidating Prowess as a bonus Feat at first level.
Hatred: Hannoth receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
Stability: Hannoth receive a +4 racial bonus to their Combat Manouver Defense when resisting a bull rush or trip attempt while standing on the ground.
Weapon Familiarity: Hannoth are proficient with Warhammers, one-handed blunt weapons, and treat any weapon with "Hannoth" in the name as a Martial weapon.
Racial Terrain: Hannoth can choose between Mountain, Underground, and Jungle for their Racial Favored Terrain.
Languages: Hannoth begin play speaking Hannoth and Common. Hannoth with high Intelligence scores can choose from the following: Canith, Raynish, Reiherri, Valciin, Orcish, Goblin, Slith, and Terran.
- Human:
- Humans possess exceptional drive and a great capacity to endure and expand, and as such are curently the dominant race in the world. Their empires and nations are vast, sprawling things, and the citizens of thes societies carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is best characterized by its tumultuousness and diversity, and human cultures run the gamut from savage but honorable tribes to decadent, devil-worshiping noble families in the most cosmopolitan cities. Human curiosity and ambition often triumph over their predilection for a sedentary lifestyle, and many leave their homes to explore the innumerable forgotten corners of the world or lead mighty armies to conquer their neighbors, simply because they can.
Physical Description: The physical characteristics of humans are as varied as the world's climes. From the dark-skinned tribesmen of the southern continents to the pale and barbaric raiders of the northern lands, humans possess a wide variety of skin colors, body types, and facial features. Generally speaking, humans' skin color assumes a darker hue the closer to the equator they live.
Society: Human society comprises a multitude of governments, attitudes, and lfestyles. Though the oldest human cultures trace their histories thousands of years into the past, when compared to the societies of common races like Raynar and Hannoth, human society seems to be in a state of constant flux as empires fragment and new kingsoms subsume the old. In general, humans are known for their flexibility, ingenuity, and ambition.
Relations: Humans are fecund, and their drve and numbers often spur them into contact with other races during bouts of territorial expansion and colonization. In many cases, this leads to violence and war, yet humans are also swift to forgive and forge aliances with races who do not try to match or exceed them in violence. Proud, sometimes to the point of arrogance, humans might look upon the Hannoth as lumbering buffoons, Raynar as manipulative and untrustworthy foxmen, Reiherri as self-rightious tree-huggers, and Valcii as stubborn fools--but the race's diversity among its own members also makes humans quite adept at accepting others for what they are.
Alignment and Religion: Humanity is perhaps the most heterogeneous of all the common races, with capacity for great evil and boundless good. Some assemble into vast barbaric hordes, while others build sprawling cities that cover miles. Taken as a whole, most humans are neutral, yet they generally tend to congregate in nations and civilizations with specific alignments. Humans also have the widest range in gods and religion, lacking other races' ties to tradition and eager to turn to anyone offering them glory or protection. They have even adopted gods like Torag or Calistria, who for millennia were more identified with the older races, and as humanity continues to grow and prosper, new gods have begun emerging from their ever-expanding legends.
Adventurers: Ambition alone drives countless humans, and for many, adventuring serves as a means to an end, whether it be wealth, acclaim, social status, or arcane knowledge. A few pursue adventuring careers simply for the thrill of danger. Humans hail from myriad regions and backgrounds, and as such can fill any role within an adventuring party.
Names: Ulike other races, who generaly cling to specific traitions and shared histories, humanity's diversity has resulted in a near-infinite set of names. The humans of a northern barbarian tribe have much different names than those hailing from a subtropical nation of sailors and tradesmen. Thoughou most of the world humans speak Common, yet ther names are as varied as their beliefs and appearances.
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra Feat at first level. (Select from the choices or work with GM to create your own.)
Skilled: Humans gain an additional skill rank at first level, and one additional rank whenever they gain a level.
Greed: Humans receive a +2 racial bonus on Appraise skill checks made to determine the price of weapons, armor, and other goods that contain precious metals or gemstones.
Industrious: Humans are accustomed to difficult work, and get a +2 bonus to Constitution checks to avoid fatigue. In addition, they get a one-time +2 bonus to a Craft skill when they first choose it.
Tensions: Humans and Reiherri have tense relations stemming from the Reiherri belief that Humanity's industrial development is costly for the ecology. Social rolls between the races are taken at +2 DC.
Weapon Familiarity: Humans are proficient with swords, maces, bows, and crossbows and treat any weapon with "Human" in the name as a Martial weapon.
Racial Terrain: Humans can choose between Urban, Prairie, and Forest for their Racial Favored Terrain.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages like Druidic).
- Raynar:
- The vulpine Raynar are a cunning race comparable in size to humans. They are physically weaker than humans; they compensate with a higher dexterity and superior senses of sight, smell, and hearing. Raynar trace their lineage back to the coastal forests of Rendarth. According to Raynar lore, their race was born when Belriand and Korvak came to the Mortal Plane on a mission of truce. They were drawn to the beauty of the coastal forest, and met in a clearing. While in the clearing a fox ran out of the brush and perched on a rock. It watched them, heedless of the squirming rodent clenched gently between it's jaws. Belriand and Korvak watched back. After a few minutes the fox jumped down from the rock and darted between them into the shade of a tree on the other side of the clearing. There they witnessed the fox snap the rodent's neck and systematically tear it into strips which it lay before it's pups week old pups. The simultaneous display of predatory instinct and tender maternal care struck a chord with the two gods, who then summoned Taron. Taron blessed the mother fox and her cubs with sapience and polymorphed them into their current humanoid form. As such, Belriand, Taron, and Korvak are the three most beloved Deities in Raynar culture.
Physical Description: Raynar coloration tends to vary based on the regions in which they live. Those in desert or temperate climes range from grey, through brown and auburn, right up to rustic red-and-white, and tend to have pronouced ears and short fur. Arctic colonies sport light-grey and white coloration, small ears, and thick, unsulating coats. Red and brown coated Raynar can also sport piebald color patterns. Males (Reynards) tend to be larger than females (Vixens). They also have bushy tails that contribute to their balance.
Society:Raynar are very intelligent, and their society's values reflect this. They are shrewd merchants and businessmen, proficient diplomats and orators, and inquisitive scholars; Guilds, both large and small, often form in their cities dedicated to various pursuits. Their architecture is often beautiful, blending with the environment rather than bending it to their whims. But for all their beauty and serenity, they also have their darker side like any other race. The Order of the Silver Claw, the most notorius assassin guild in Aeinor, is composed almost entirely of Raynor members.
Relations: Raynar have a mutually beneficial relationship with the Hannoth. They provide the Hannoth with provisions in exchange for escort along the trade routes through Hannoth territory. Humans are seen as valorous, if a bit impetuous. They see wisdom in the ways of the Reiherri, but don't understand the Valciin tendency to live in harsh environments. Many races tend to send their best and brightest to study in the colleges started by the Raynar, but none more than Humans with the financial means to pay for such an education.
Alignment and Religion: The dominant deities in Raynar culture are Belriand, Taron, and Korvak. Order and sanctity of life are valued by Raynar, and as such they tend to be range from Lawful Neutral to Neutral Good; Evil individuals are uncommon, and Chaotic individuals are very rare.
Adventurers: A Raynar pup coming into age must go out into the world for a period no shorter than one year, in a journey called Quanoth. Upon departure they are given one weapon of their choice and the sum of 100 copper. At the conclusion of this period, he or she journeys to Abragado-Rae and presents themself to the High Priest of Belrian. During the presentation the pup is expected to tell what he or she learned about themself during the journey. In addition, they are required to bring a gift of one-hundred silver and a Letter of Commendationary Service, demonstrating capacity for both business and skill-at-arms. If the High Priest is satisfied with his presentation the hundred silver is returned to him as a gift with which to begin his life as an adult. If the High Priest is not satisfied he is instead only given fifty silver as such a gift. Either way, the pup is now recognized as an adult in Raynar society, and free to mate and start a family if they choose. Many Raynar adventurers are on Quanoth, thought not neccesarily all. Some hire themselves out as mercenaries, having grown to like the martial life. Others are searching for knowledge, or perhaps had grown to like the nomadic life.
Male Names: Byrssh, Kursk, Vanyysh, Shanooth, Mishka, Vurl
Female Names: Noabie, Aeryn, Qonie, Panyn, Roanie, Yanim
+2 Intellect, +2 Dexterity, -2 Strength: Raynar are nimble, both in body and mind, but are physically weak.
Medium: Raynar are Medium Creatures and have no bonuses or penalties due to their size.
Normal Speed: Raynar have a base speed of 30 feet.
Low-Light Vision: Raynar can see twice as far as Humans in conditions of dim light. (Low Light Vision Spoiler)
Caudate Humanoid: Raynar rely on their tail for balance. Should it be injured in combat, Raynar suffer a -2 Dexterity penalty that lasts until they have recovered HP in any fashion. If it is severed entirely the penalty is increased to -4. It reduces by 1 each week as the unfortunate Rayar adjusts to life withut his tail.
Predatory Ancestors: Raynar receive a +2 racial bonus on Perception checks related to scent and hearing.
Silver Tongues: Raynar receive Persuasive as a bonus Feat at first level due to their culture's fervent practice of mercantilism.
Market Value: Raynar receive a +2 racial bonus on Appraise skill checks made to determine the price of trade goods.
Fox's Cunning: Raynar add +2 to the DC of any saving throws against spells they cast.
Weapon Familiarity: Raynar are proficient with longbows, shortbows, polearms (including staves) and treat weapon with "Raynish" in it's name as a martial weapon.
Racial Terrain: Raynar Rangers can choose between Forest, Mountain, and Urban as their Racial Favored Terrain.
Languages: Raynar begin play speaking Raynish and Common. Raynar with high Intelligence scores can choose from the following: Canith, Valciin, Reiherri, Hannoth, Sylvan, Orcish, Goblin, Slith, Undercommon, & Gnoll.
- Reiherri:
- The Reiherri are a suricate race with a tribal culture. They share a strong bond with nature, and tend to keep to themselves primarily. Very few Reiherri show magical aptitude, and often three or four tribes in an area will only have one seer or druid among them, mutually sharing and benefitting from his or her wisdom.
Physical Description: Reiherri are small and easy to overlook. While not impressive at first sight, continued observation will bring to light their darting movement and vicious claws. Reiherri come in every shade of brown under the sun, from hay-blonde to dark chocolate. Their clothing tends to be simple, but not too loose as loose clothing would make navigation of their underground tunnels a tedious endeavor. They tend to walk upright, but can drop to all fours for increased balance and control while running.
Society: Reiherri tribes, or "Suku" tend to be composed of between three and six families, including multiple branches of three, four, or five generations, all living together in one large colony. Tribal sizes may range in the twenties, or in the hundreds. Each Seku will have a different designation based on the geology of where they may be found:
Preeria suku: Prairie
Suuri metsa suku: Forest
Rontatorma suku: Cliff
Luola suku: Cave
Jarvi suku Lake
Relations: The Rontatorma Sukus living along Cannor's Cauldron co-exist peacefully with the Hannoth, and even may benefit from them, as it is doubtful that the Goblins of the mountains would leave the Reiherri alone if they weren't already so focused on the Hannoth. Humanity is troublesome to the nature-respecting Reiherri, and it's collective continual disregard for the ecology of Aeinor in it's pursuit of progress only strains relations further as time goes by. Raynar and Valcii, however, who both show respect or even reverence for nature, are viewed pleasantly by the Reiherri.
Alignment and Religion: Reiherri are a race of moderation, and rarely if ever show extreme leanings of philosophy. However they do value life and community, and tend to be Neutral Good. The deities they follow reflect this. Gozreh, Erastil, and Pharasma all feature prominently in Reiherri culture.
Adventurers: It takes a great deal for a Reiherri to leave her Suku. Generally quests for knowledge or spreading the word of Balance are the motivations of a Reiherri adventurer, Surely, however, a race of beings that value life would be more inclined to Banish criminals than execute them...
Male Names: Abroshtor, Bastargre, Halungalom, Krolmnite, Poshment, Zarzuket, Zatqualmie.
Female Names: Besh, Fijit, Lini, Neji, Majet, Pai, Queck, Trig
+2 Wisdom, +2 Dexterity, -2 Constitution: Reiherri are dexterous and wise, but physically frail.
Small: Reiherri are Small creatures and gain a +1 size bonus to their AC, a +1 Size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 Size bonus on Stealth Checks.
Slow Speed: Reiherri have a base speed of 20 feet.
Darkvision: Reiherri can see in the darkness to a distance of 60 feet.
Skittish Sentry: Reiherri receive the Alertness Feat as a bonus feat at first level.
Digger: Reiherri have non-retractable claws at the end of each finger, used for burrowing. They receive a +2 racial bonus to Climb and Dig checks, and all unarmed strikes are considered Natural Weapons. However, their claws interfer with their manual dexterity and they suffer a -4 penalty to attacks with melee and ranged weapons. They can shorten their claws to lose the penalty, but their unarmed strikes will no longer be considered Natural Weapons and lose their bonus. It takes a week for their claws to grow back. If they choose to shorten their claws on one hand, they can wield a weapon in it with no penalty and still make Natural Weapon attacks with their other hand, but they still receive the Off Hand penalty with the corresponding attacks. If they choose to do this, delicate tasks such as Disable Device are taken at a -2 penalty.
Tensions: Humans and Reiherri have tense relations stemming from the Reiherri belief that Humanity's industrial development is costly for the ecology. Social rolls between the races are taken at +2 DC.
Weapon Familiarity: Reiherri are proficient with Short Bows, Slings, Blowguns, and treat any weapon with "Reiherri" in the name as a Martial weapon.
Racial Terrain: Reiherri Rangers can choose between Grassland, Desert, Mountain, Forest, and Tundra as their Racial Favored Terrain.
Languages: Reiherri begin play speaking Reiherri and Common. Reiherri with high Intelligence scores can choose from the following: Canith, Hannoth, Human, Raynish, Valciin, Gnoll, Jack, Orcish, & Goblin.
- Valcii:
- The further you get from a desert or tundra, the more uncommon the Valcii are, though even in the remotest of villages their endurance and constitution is legendary. Although decended from an avian species, a genus that typically is frail and light, few things short of concentrated effor can keep a Valcii down for long. They show remarkable resiliance against heat, cold, disese, and poison. Valcii prefer to isolate their eyries deep in the tundra or desert to keep their homes relatively outsider-free, however scarcity of resources in such environs do put them in competition with the Shrykul who also inhabit the desert regions, and the Frost Giants that roam the tundra.
Physical Description: Valcii are large, though not as imposing as Hanoth. They have short hawk-like beaks and muscular, triple-digited feet. Their coloration ranges rom khaki to dark brown and grey. Valcii who live in thundra or otherwise snowy environments will camoflage their dark down with rappings white-washed wih powdered Shrykul bones. Valcii that travel into temperate zones tend to wear simple, loose clothing.
Society: Valcii settlements, or Eyries, tend to be sprawling, circular affairs with numerous concentric walls ringing them at various depths. The walls are 30 feet tall, providing protection from the wind, even the powerful blizzards or sandstorms. Each wall was once the "outter" wall, testament to the race's capability to thrive and grow in the harshest of environments. Valcii children are born in clutches of 3-4, and raised during the day in the communal creches that are located in the innermost rings where they are safest from the weather and predators. Meanwhile their parents spend their days contributing their share of the day's work. As evening approaches they visit their young at the creches then return home before night falls, after which the temperatures plummet, stretching even their own mighty endurances to the limit. Valcii culture is perhasp the most fairly balanced between the sexes; the harsh conditions neccesitate contributions from anyone capable, with no room for discrimination or coddling. This includes the young. There is not much room for a prolonged carefree childhood, and Valcii children are expected to contribute as soon as they are phhysically capable. For elder children this means watching their younger bretheren, easing the workload on a dults and freeing more of them to attend to heavier duties. As the Valcii young grow, so too do their responsibilities, until each child is ready for its place in adult society by the time it reaches full maturity by age 11.
Relations: Hannoth and Valcii rarely cross paths, though when they do Valcii recognize a kinship, for although the particulars are different, lives of constant pressure and competition for livlihood is a great equalizer. Valcii respect Reiherri wisdom, often going so far as to send envoys to seek advice from their elders. humans and Raynar however, with their temperate settlements and a propensity for service-based cultures, generally must demonstrate their valor in combat or ability to endure hardship before a typical Valcii will show them more than the most basic of civil treatment.
Alignment and Religion: In a society that relies on everyone doing what they must to survive, chaos would spell ruin for all. Thus Valcii tend towards any religion that is non-chaotic. Specific deities Valcii are known to follow are Irori, Gozreh, Pharasma, and Sarenrae.
Adventurers: Some Valcii find themselvves taken with insatiable wanderlust. Others may seek the thrill of danger unknown, and strike out for the unfamiliar having already conquered surviving the elements of their home Eyrie. Still more may have a curiosity for other cultures and lifestyles, and thus travel alongside adventurers for the opportunity to see the world.
Male Names: Caladrel, Heldalel, Lanliss, Meirdrarel, Seldlon, Talathel, Variel, Zordlon.
Female Names: Amrunelara, Dardara, Faunra, Jathal, Merisiel, Oparal, Sounmral, Tessara, Yalandara
+2 Constitution, +2 Wisdom, -2 Charisma: Valcii are wise and tough , but a bit gruff.
Medium: Valcii are Medium Creatures and have no bonuses or penalties due to their size.
Normal Speed: Valcii have a base speed of 30 feet.
Hardy: Choose whether you descended from a desert or tundra clan. You receive a +2 racial bonus in saves against extreme heat or cold as appropriate, as well as saves against poison, spells, and spell-like abilities.
Ancestral Birthright: Valcii receive the Acrobatic Feat as a bonus Feat at first level. (Not to be confused with the Acrobatics SKILL)
Self Sufficient: Valcii receive the Self Sufficient Feat as a bonus Feat at first level.
Eagle Eyes: Valcii receive a -2 reduction in the DC for Perception checks involving distance, and when performing a ranged attack against a target in Cover, reduce the cover by one step.
Hatred: Valcii receive a +1 bonus to attack rolls against humanoids of the reptilian and giant subtypes due to special training against these hated foes.
Weapon Familiarity: Valcii are proficient with all ranged weapons, including thrown, and treat all weapons with "Valciin" in the name as Martial weapons.
Racial Favored Terrain: Valcii Rangers can choose between Desert, Tundra, and Mountain as their Racial Favored Terrain.
Languages: Valcii begin play speaking Common and Valciin. Valcii with high Intelligence scores can choose from the following: Canith, Hannoth, Raynish, Reiherri, Orcish, Goblin, Slith, and Giant.
Last edited by Rulyon on Tue Feb 21, 2012 7:35 am; edited 3 times in total
Rulyon- Avid Roleplayer
- Posts : 611
Join date : 2011-02-21
Age : 40
Location : Fort Worth, Texas, USA
Step 3: Choose Your Class
Take note of the "Hit Die" value near the top of each page. It's the value that tells you how many Hit Points you get at start, and what die to roll each time you level up to see how many hit points you gain!
Alchemist: The alchemist is the master of alchemy, using extracts to grant him great power, mutagens to enhance his form, and bombs to destroy his enemies.
Barbarian: The barbarian is a brutal berserker from beyond the edge of civilized lands.
Bard: The bard uses skill and spell alike to bolster his allies, confound his enemies, and build upon his fame.
Cavalier: Mounted upon his mighty steed, the cavalier is a brave warrior, using his wit, charm, and strength at arms to rally his companions and achieve his goals.
Cleric: A devout follower of a deity, the cleric can heal wounds, raise the dead, and call down the wrath of the gods.
Druid: The druid is a worshiper of all things natural--a spellcaster, a friend to animals, and a skilled shapechanger.
Fighter: Brave and stalwart, the fighter is a master of all manner of arms and armor.
Inquisitor: Scourge of the unfaithful and hunter of horrors, the inquisitor roots out the enemies of her faith with grim conviction and an array of divine blessings.
Monk: A student of martial arts, the monk trains his body to be his greatest weapon and defense.
Oracle: Drawing upon divine mysteries, the oracle channels divine power through her body and soul, but at a terrible price.
Paladin: The paladin is the knight in shining armor, a devoted follower of law and good.
Ranger: A tracker and hunter, the ranger is a creature of the wild and of tracking down his favored foes.
Rogue: The rogue is a thief and a scout, an opportunist capable of delivering brutal strikes against unwary foes.
Sorcerer: The spellcasting sorcerer is born with an innate knack for magic and has strange, eldritch powers.
Summoner: Bonded to a mysterious creature called an eidolon, the summoner focuses his power on strengthing that connection and enhancing his strange, otherworldy companion.
Wizard: The wizard masters magic through constant study that gives him incredible magical power.
Witch: Lurking on the fringe of civilization, the witch makes a powerful connection with a patron that grants her strange and mysterious powers through a special familiar.
Alchemist: The alchemist is the master of alchemy, using extracts to grant him great power, mutagens to enhance his form, and bombs to destroy his enemies.
Barbarian: The barbarian is a brutal berserker from beyond the edge of civilized lands.
Bard: The bard uses skill and spell alike to bolster his allies, confound his enemies, and build upon his fame.
Cavalier: Mounted upon his mighty steed, the cavalier is a brave warrior, using his wit, charm, and strength at arms to rally his companions and achieve his goals.
Cleric: A devout follower of a deity, the cleric can heal wounds, raise the dead, and call down the wrath of the gods.
Druid: The druid is a worshiper of all things natural--a spellcaster, a friend to animals, and a skilled shapechanger.
Fighter: Brave and stalwart, the fighter is a master of all manner of arms and armor.
Inquisitor: Scourge of the unfaithful and hunter of horrors, the inquisitor roots out the enemies of her faith with grim conviction and an array of divine blessings.
Monk: A student of martial arts, the monk trains his body to be his greatest weapon and defense.
Oracle: Drawing upon divine mysteries, the oracle channels divine power through her body and soul, but at a terrible price.
Paladin: The paladin is the knight in shining armor, a devoted follower of law and good.
Ranger: A tracker and hunter, the ranger is a creature of the wild and of tracking down his favored foes.
Rogue: The rogue is a thief and a scout, an opportunist capable of delivering brutal strikes against unwary foes.
Sorcerer: The spellcasting sorcerer is born with an innate knack for magic and has strange, eldritch powers.
Summoner: Bonded to a mysterious creature called an eidolon, the summoner focuses his power on strengthing that connection and enhancing his strange, otherworldy companion.
Wizard: The wizard masters magic through constant study that gives him incredible magical power.
Witch: Lurking on the fringe of civilization, the witch makes a powerful connection with a patron that grants her strange and mysterious powers through a special familiar.
Last edited by Rulyon on Fri Feb 24, 2012 3:56 am; edited 1 time in total
Rulyon- Avid Roleplayer
- Posts : 611
Join date : 2011-02-21
Age : 40
Location : Fort Worth, Texas, USA
Step 4: Pick Skills and Feats
Determine the number of skill ranks possessed by your character, based on his class and Intelligence modifier (and any other bonuses, such as the bonus received by humans). Then spend these ranks on skills, but remember that you cannot have more ranks than your level in any one skill (for a starting character, this means "1"). The Skill Descriptions page will assist you with this.
About Class Skills: When selecting skills, take into account Class Skills. You receive a bonus on certain skills based on your class, but ONLY IF YOU INVEST A RANK IN THE SKILL. For Example, the Disable Device (Dex) skill is a Class Skill for the Rogue. Normally the equation for a skill bonus to your roll is (Rank + Ability Modifier). However, the equation when calculating the skill bonus for a roll involving a Class skill is (Rank + Ability Modifier + 3). That extra three points could mean the difference between success and failure, especially in the early levels. So be sure you invest your skill ranks in Class Skills early!
After skills, determine how many feats your character receives, based on his class and level, and select them from those presented in the Feats chart. You can find the Feats here. If you get confused, PM me or message me on Skype (JAHCzechFrost) and I will assist you with selection.
About Class Skills: When selecting skills, take into account Class Skills. You receive a bonus on certain skills based on your class, but ONLY IF YOU INVEST A RANK IN THE SKILL. For Example, the Disable Device (Dex) skill is a Class Skill for the Rogue. Normally the equation for a skill bonus to your roll is (Rank + Ability Modifier). However, the equation when calculating the skill bonus for a roll involving a Class skill is (Rank + Ability Modifier + 3). That extra three points could mean the difference between success and failure, especially in the early levels. So be sure you invest your skill ranks in Class Skills early!
After skills, determine how many feats your character receives, based on his class and level, and select them from those presented in the Feats chart. You can find the Feats here. If you get confused, PM me or message me on Skype (JAHCzechFrost) and I will assist you with selection.
Last edited by Rulyon on Fri Feb 24, 2012 3:57 am; edited 3 times in total
Rulyon- Avid Roleplayer
- Posts : 611
Join date : 2011-02-21
Age : 40
Location : Fort Worth, Texas, USA
Step 5: Buy Equipment
Each new character begins the game with an amount of gold, based on his class, that can be spent on a wide range of equipment and gear, from chainmail armor to leather backpacks. This gear helps your character survive while adventuring. Generally speaking, you cannot use this starting money to buy magic items without consent of your GM (Me).
Table 5-1: Starting Character Wealth
Weapons
Weapon Qualities
Table 5-1: Starting Character Wealth
Class | Starting Wealth | Average |
Alchemist | 3d6 X 10 | 105gp |
Barbarian | 3d6 X 10 | 105gp |
Bard | 3d6 X 10 | 105gp |
Cavalier | 5d6 X 10 | 175gp |
Cleric | 4d6 X 10 | 140gp |
Druid | 2d6 X 10 | 70gp |
Fighter | 5d6 X 10 | 175gp |
Inquisitor | 4d6 X 10 | 140gp |
Monk | 1d6 X 10 | 35gp |
Oracle | 3d6 X 10 | 105gp |
Paladin | 5d6 X 10 | 175gp |
Ranger | 5d6 X 10 | 175 gp |
Rogue | 4d6 X 10 | 140gp |
Sorcerer | 2d6 X 10 | 70gp |
Summoner | 2d6 X 10 | 70gp |
Wizard | 2d6 X 10 | 70gp |
Witch | 3d6 X 10 | 105gp |
Weapons
- Spoiler:
- All weapons deal hit point damage. When the result of a die roll to make an attack is a natural 20 (that is, the die actually SHOWS 20), this is a critical threat (although some weapons can score a critical threat on rolls lower than 20). If a critical threat is scored, another attack roll is made, using the same modifiers as the original attack roll. If this second attack roll exceeds the target's AC, the hit becomes a critical hit, dealing additional damage.
Weapons are grouped into several interlocking sets of categories. These categories pertain to what training is needed to become proficient in a weapon's use (simple, martial, or exotic), the weapon's usefulness in either close combat (melee) or at a distance (ranged, which includes both thrown and projectile weapons), its relative encumberance (light, one-handed, or two-handed), and its size (Small, Medium, Large).
Simple, Martial, and Exotic Weapons: Anybody but a druid, monk, or wizard is proficient with all simple weapons. Barbarians, fighters, paladins, and rangers are proficient with all simple and all martial weapons. Characters of other classes are proficient with an assortment of simple weapons and possibly some martial or even exotic weapons. All characters are proficient with unarmed strikes and any natural weapons possessed by their race. A character who uses a weapon with which he is not proficient takes a -4 penalty on attack rolls.
Melee and Ranged Weapons: Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee.
Reach Weapons: Glaives, guisarmes, lances, longspears, ranseurs, and whips are reach weapons. A reach weapon is a melee weapon that allows its wielder to strike at targets that aren't adjacent to him. Most reach weapons double the wielder's natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away.
Double Weapons: Dire flails, canith urgroshes, orc double axes, quarterstaves, and two-bladed swords are double weapons. A character can fight with both ends of a double weapon as if fighting with two weapons, but he incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon at the same time. A character can also choose to use a double weapon two-handed, attacking with only one end of it. A creature wielding a double weapon in one hand can't use it as a double weapon. Only one end of the weapon can be used in any given round.
Thrown Weapons: Daggers, clubs, shortspears, spears, darts, javelins, throwing axes, light hammers, tridents, shuriken, and nets are thrown weapons. The wielder applies his Strength modifier to damage dealt by thrown weapons (except for splash weapons). It is possible to throw a weapon that isn't designed to be thrown (that is, a melee weapon that does have a numberic entry in the Range column), and a character who does so takes a -4 penalty on the attack roll. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural roll of 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet.
Projectile Weapons: Blowguns, light crossbows, slings, heavy crossbows, shortbows, composite shortbows, longbows, composite longbows, Reiherri sling staves, hand crossbows, and repeating crossbows are projectile weapons. Most projectile weapons require two hands to use (see specific weapon descriptions). A character gets no Strength bonus on damage rolls with a projectile weapon unless it's a specially built composite shortbow or longbow, or a sling. If the character has a penalty for low Strength, apply it to damage rolls when he uses a bow or a sling.
Ammunition: Projectile weapons use ammunition. When using a bow a character can draw ammunition as a free action; crossbows and slings require an action for reloading (as noted in their descriptions). Generally speaking, ammunition that hits its target is destroyed or rendered useless, while ammunition that misses has a 50% chance of being destroyed or lost. Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them, and what happens to them after they are thrown.
Light, One-Handed, and Two-Handed Melee Weapons: This designation is a measure of how much effort it takes to wield a weapon in combat. It indicates whether a melee weapon, when wielded by a character of the weapon's size category, is considered a light weapon, a one-handed weapon, or a two-handed weapon.
Light: A light weapon is used in one hand. It is easier to use in one's offhand than a one-handed weapon is, and can be used while grappling. Add the wielder's Strength modifier to damage rolls for melee attacks with a light weapon if it's used in the primary hand, or half the bonus if it's used in the off hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applis as though the weapon were held in the wielder's primary hand only. An unarmed strike is always considered a light weapon.
One-Handed: A one-handed weapon can be used in either the primary hand or the off hand. Add the wielder's Strength bonus to damage rolls for melee attacks if used in primary hand, or 1/2 this bonus if used in the off hand. If a one-handed weapon is wielded with two hands during melee combat, add 1-1/2 times the character's Strength bonus to damage rolls.
Two-Handed: Two hands are required to use a two-handed melee weapon effectively. Apply 1-1/2 times the character's Strength bonus to damage rolls for melee attacks with such a weapon.
Weapon Size: Every weapon has a size category. This designation indicates the size of the creature for which the weapon was designed. A weapon's size category isn't the same as it's size as an object. Instead, a weapon's size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.
Inappropriately Sized Weaponry: A creature can't make optimum use of a weapon that isn't properly sized for it. A cumulative -2 penalty applies on attack rolls for each size category of difference between the size of it's intended wielder and the size of the actual wielder. If the creature isn't proficient with the weapon, the -4 nonproficiency penalty stacks with this.
The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon) is altered by one step for each size category of difference between the wielder's size and the size of the creature for which the weapon was designed. For example, a Small creature would wield a Medium one-handed weapon as a two-handed weapon. A Medium creature would wield a Small one-handed weapon as a light weapon. If a weapon's designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can't wield the weapon at all.
Improvised Weapons: Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses an improvised weapon in combat is considered to be nonproficient with it and takes a -4 penalty on attack rolls made with that object.
Weapon Qualities
- Spoiler:
- Here is the format for weapon entries (given as column headings in Table:Weapons found here).
Cost: This value is given in gold pieces (gp) or silver pieces(sp). The cost includes miscellaneous gear that goes with the weapon, such as a scabbard or quiver. The cost is the same for a Small or Medium version of the weapon. A Large version costs twice the listed price.
Dmg: These columns give the damage dealth by the weapon on a successful hit. The column labeled "Dmg (S)" is for Small weapons. The column labled "Dmg (M)" is for Medium weapons. If two damage ranges are given then the weapon is a double weapon. Use the second damage figure given for the double weapon's extra attack. Table 5-4 gives weapon damage values for Tiny and Large weapons.
Critical: The entry in this column notes how the weapon is used with the rules for critical hits. When your character scores a critical hit, roll the damage two, three, or four times, as indicated by it's critical multiplier(using all applicable modifiers on each roll), and add all the results together. Extra damage oer and above a weapon's normal damage is not multiplied when you score a critical hit.
x2: The weapon deals double damage on a critical hit.
x3: The weapon deals triple damage on a critical hit.
x3/x4: One head of this double weapon deals triple damage on a critical hit, the other head deals quadruple damage on a critical hit.
x4: The weapon deals quadruple damage on a critical hit.
19-20/x2: The weapon scores a threat on a natural roll of 19 or 20 (instead of just 20) and deals double damage on a critical hit.
19-20/x2: The weapon scores a threat on a natural roll of 18, 19, or 20 (instead of just 20) and deals double damage on a critical hit.
Range: Any attack at more than this distance is penalized for range. Beyond this range, the attack takes a cumulative -2 penalty for each full range increment (or fraction therof) of distance to the target. For example, a dagger (with a range of 10 feet) thrown at a target that is 25 feet away would incure a -4 penalty. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot ten range increments.
Weight: This column gives the weight of a Medium version of the weapon. Halve this number for Small weapons and double it for Large weapons. Some weapons have a special weight.
Type: Weapons are classified according to the type of damage they deal: B for bludgeoning, P for piercing, or S for slashing. Some monsters may be resistant or immune to attacks from certain types of weapons. Some weapons deal damage of multiple types. If a weapon causes two types of damage, the type it deals is not half one type and half another; all damage caused is of both types. Therefore a creature would have to be immune to both types of damage to ignore any of the damage caused by such a weapon. In other cases a weapon can deal either of the two types of damage. In a situation where the damage type is significant, the wielder can choose which type of damage to deal with such a weapon.
Special: Some weapons have special features in addition to those noted in their descriptions.
Brace: If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging character.
Disarm: When you use a disarm weapon, you get a +2 bonus on Combat Maneuver Checks to disarm an enemy.
Double: You can use a double weapon to fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A double weapon can be wielded as a one-handed weapon, but it cannot be used as a double weapon when wielded in this way - only one end of the weapon can be used in any given round.
Monk: A monk weapon can be used by a monk to perform a flurry of blows.
Nonlethal: These weapons deal nonlethal damage.
Reach: You use a reach weapon to strike opponents 10 feet away, but you can't use it against an adjacent foe.
Trip: You can use a trip weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.
Last edited by Rulyon on Fri Feb 24, 2012 4:00 am; edited 6 times in total
Rulyon- Avid Roleplayer
- Posts : 611
Join date : 2011-02-21
Age : 40
Location : Fort Worth, Texas, USA
Step 6: Finishing Details
Finally, you need to determine all of a character's details, including his starting hit points (hp), Armor Class (AC), saving throws, initiative modifier, and attack values. All of these numbers are determined by the decisions made in previous steps. A level 1 character begins with maximum hit points for its Hit Die roll. Aside from these, you need to decide on your character's name, alignment, and physical appearance. It is best to jot down a few personality traits as well, to help you play the character during the game.
Armor Class (AC) : To determine your AC, start with the base value of 10. To this, add the AC bonus you get from your armor and shield, then add your Dexterity Modifier. Then determine your Flat-Footed AC and your Touch AC. Flat-Footed AC is (AC - Dexterity Modifier), Touch AC is (AC - Armor Bonus - Shield Bonus)
How to Determine your Finishing Details
Hit Points (HP) : To determine your starting HP, add your Constitution Modifier to the full value for your Hit Die. You DID remember to take note of that like I suggested, didn't you? If not, I provided it here for you, 'cause I'm awesome like that!- Starting HP per Class:
- Alchemist : 8 + Constitution Modifier
Barbarian : 12 + Constitution Modifier
Bard : 8 + Constitution Modifier
Cavalier : 10 + Constitution Modifier
Cleric : 8 + Constitution Modifier
Druid : 8 + Constitution Modifier
Fighter : 10 + Constitution Modifier
Inquisitor : 8 + Constitution Modifier
Monk : 8 + Constitution Modifier
Oracle : 8 + Constitution Modifier
Paladin : 10 + Constitution Modifier
Ranger : 10 + Constitution Modifier
Rogue : 8 + Constitution Modifier
Sorcerer : 6 + Constitution Modifier
Summoner : 8 + Constitution Modifier
Witch : 6 + Constitution Modifier
Wizard : 6 + Constitution Modifier
Armor Class (AC) : To determine your AC, start with the base value of 10. To this, add the AC bonus you get from your armor and shield, then add your Dexterity Modifier. Then determine your Flat-Footed AC and your Touch AC. Flat-Footed AC is (AC - Dexterity Modifier), Touch AC is (AC - Armor Bonus - Shield Bonus)
- A word on Alignment:
- Alignment
A creature's general moral and personal attitudes are represented by its alignment: lawful good, neutral good, chaotic good, lawful neutral, neutral, chaotic neutral, lawful evil, neutral evil, or chaotic evil.
Alignment is a tool for developing your character's identity—it is not a straitjacket for restricting your character. Each alignment represents a broad range of personality types or personal philosophies, so two characters of the same alignment can still be quite different from each other. In addition, few people are completely consistent.
All creatures have an alignment. Alignment determines the effectiveness of some spells and magic items.
Animals and other creatures incapable of moral action are neutral. Even deadly vipers and tigers that eat people are neutral because they lack the capacity for morally right or wrong behavior. Dogs may be obedient and cats free-spirited, but they do not have the moral capacity to be truly lawful or chaotic.
Good Versus Evil
Good characters and creatures protect innocent life. Evil characters and creatures debase or destroy innocent life, whether for fun or profit.
Good implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.
Evil implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master.
People who are neutral with respect to good and evil have compunctions against killing the innocent, but may lack the commitment to make sacrifices to protect or help others.
Law Versus Chaos
Lawful characters tell the truth, keep their word, respect authority, honor tradition, and judge those who fall short of their duties. Chaotic characters follow their consciences, resent being told what to do, favor new ideas over tradition, and do what they promise if they feel like it.
Law implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include closed-mindedness, reactionary adherence to tradition, self-righteousness, and a lack of adaptability. Those who consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should.
Chaos implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior say that only unfettered personal freedom allows people to express themselves fully and lets society benefit from the potential that its individuals have within them.
Someone who is neutral with respect to law and chaos has some respect for authority and feels neither a compulsion to obey nor a compulsion to rebel. She is generally honest, but can be tempted into lying or deceiving others.
Alignment Steps
Occasionally the rules refer to “steps” when dealing with alignment. In this case, “steps” refers to the number of alignment shifts between the two alignments, as shown on the following diagram. Note that diagonal “steps” count as two steps. For example, a lawful neutral character is one step away from a lawful good alignment, and three steps away from a chaotic evil alignment. A cleric's alignment must be within one step of the alignment of her deity.LawfulNeutralChaoticGoodLawful GoodNeutral GoodChaotic GoodNeutralNeutral GoodNeutralChaotic NeutralEvilLawful EvilNeutral EvilChaotic Evil
The Nine Alignments
Nine distinct alignments define the possible combinations of the lawful-chaotic axis with the good-evil axis. Each description below depicts a typical character of that alignment. Remember that individuals vary from this norm, and that a given character may act more or less in accord with his alignment from day to day. Use these descriptions as guidelines, not as scripts.
The first six alignments, lawful good through chaotic neutral, are standard alignments for player characters. The three evil alignments are usually for monsters and villains. With the GM's permission, a player may assign an evil alignment to his PC, but such characters are often a source of disruption and conflict with good and neutral party members. GMs are encouraged to carefully consider how evil PCs might affect the campaign before allowing them.
Lawful Good: A lawful good character acts as a good person is expected or required to act. She combines a commitment to oppose evil with the discipline to fight relentlessly. She tells the truth, keeps her word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished.
Lawful good combines honor with compassion.
Neutral Good: A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them.
Neutral good means doing what is good and right without bias for or against order.
Chaotic Good: A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society.
Chaotic good combines a good heart with a free spirit.
Lawful Neutral: A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government.
Lawful neutral means you are reliable and honorable without being a zealot.
Neutral: A neutral character does what seems to be a good idea. She doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos (and thus neutral is sometimes called “true neutral”). Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character probably thinks of good as better than evil—after all, she would rather have good neighbors and rulers than evil ones. Still, she's not personally committed to upholding good in any abstract or universal way.
Some neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run.
Neutral means you act naturally in any situation, without prejudice or compulsion.
Chaotic Neutral: A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those others suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as he is to cross it.
Chaotic neutral represents freedom from both society's restrictions and a do-gooder's zeal.
Lawful Evil: A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order, but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises.
This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains.
Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master.
Lawful evil represents methodical, intentional, and organized evil.
Neutral Evil: A neutral evil villain does whatever she can get away with. She is out for herself, pure and simple. She sheds no tears for those she kills, whether for profit, sport, or convenience. She has no love of order and holds no illusions that following laws, traditions, or codes would make her any better or more noble. On the other hand, she doesn't have the restless nature or love of conflict that a chaotic evil villain has.
Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies.
Neutral evil represents pure evil without honor and without variation.
Chaotic Evil: A chaotic evil character does what his greed, hatred, and lust for destruction drive him to do. He is vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are likely to be poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him.
Chaotic evil represents the destruction not only of beauty and life, but also of the order on which beauty and life depend.
Changing Alignments
Alignment is a tool, a convenient shorthand you can use to summarize the general attitude of an NPC, region, religion, organization, monster, or even magic item.
Certain character classes in Classes list repercussions for those who don't adhere to a specific alignment, and some spells and magic items have different effects on targets depending on alignment, but beyond that it's generally not necessary to worry too much about whether someone is behaving differently from his stated alignment. In the end, the Game Master is the one who gets to decide if something's in accordance with its indicated alignment, based on the descriptions given previously and his own opinion and interpretation—the only thing the GM needs to strive for is to be consistent as to what constitutes the difference between alignments like chaotic neutral and chaotic evil. There's no hard and fast mechanic by which you can measure alignment—unlike hit points or skill ranks or Armor Class, alignment is solely a label the GM controls.
It's best to let players play their characters as they want. If a player is roleplaying in a way that you, as the GM, think doesn't fit his alignment, let him know that he's acting out of alignment and tell him why—but do so in a friendly manner. If a character wants to change his alignment, let him—in most cases, this should amount to little more than a change of personality, or in some cases, no change at all if the alignment change was more of an adjustment to more accurately summarize how a player, in your opinion, is portraying his character. In some cases, changing alignments can impact a character's abilities—see the class write-ups in Classes for details. An atonement spell may be necessary to repair damage done by alignment changes arising from involuntary sources or momentary lapses in personality.
Players who frequently have their characters change alignment should in all likelihood be playing chaotic neutral characters.
Last edited by Rulyon on Fri Feb 24, 2012 4:10 am; edited 3 times in total
Rulyon- Avid Roleplayer
- Posts : 611
Join date : 2011-02-21
Age : 40
Location : Fort Worth, Texas, USA
Re: Rulyon's GM Application
Is there a link to character sheets? I have hard copies if we needa scan them
And I've been watching this develop for monthes...I endorse!
And I've been watching this develop for monthes...I endorse!
AerynPierre- Avid Roleplayer
- Posts : 317
Join date : 2011-03-29
Age : 38
Location : Benbrook, Texas
Re: Rulyon's GM Application
My sweet endorse-able-you!
Pleaseletmeplay
Pleaseletmeplay
Saima- Gamemaster
- Posts : 636
Join date : 2011-03-08
Age : 26
Location : Ontario
Re: Rulyon's GM Application
I approve! (Though I didn't read it all, it seems very well made in detail), if I get in to play, I'd be happy to do so
Re: Rulyon's GM Application
FoolishBalloon wrote:I approve! (Though I didn't read it all, it seems very well made in detail), if I get in to play, I'd be happy to do so
ditto xD
ace223- Player
- Posts : 37
Join date : 2012-02-08
Age : 27
Re: Rulyon's GM Application
I approve! I know you've been working on it for, well, a long time, and I trust that you'll be able to keep it going quite capably as well
It looks extremely fleshed out, especially since it's established on a popular rule book, but...
GOOD GOD THAT'S A LOT OF STUFF TO READ.
Kind of nervous about the type of game because of all the information, stats, etc. Those things are why I was drawn more to R2D than D&D.
This is endorsenated, though!
You've gotten all the needed endorsements. You may post your game in the General Discussion forum when you're ready and have everything written up, and I'll move it then.
There's already a lot of interest in this game
It looks extremely fleshed out, especially since it's established on a popular rule book, but...
GOOD GOD THAT'S A LOT OF STUFF TO READ.
Kind of nervous about the type of game because of all the information, stats, etc. Those things are why I was drawn more to R2D than D&D.
This is endorsenated, though!
You've gotten all the needed endorsements. You may post your game in the General Discussion forum when you're ready and have everything written up, and I'll move it then.
There's already a lot of interest in this game
Bigkahuna- Worldmaster
- Posts : 1166
Join date : 2011-02-16
Location : United States
Re: Rulyon's GM Application
Thank you everyone.
I'm currently working on setting, gameplay mechanics, and so forth. I'm creating a "Bare Essentials" sort of spoiler at the top of the OP, as well as the character sheets AerynPierre mentioned. I will also be willing to help anybody creating their character should they (understandably) need it.
I'm currently working on setting, gameplay mechanics, and so forth. I'm creating a "Bare Essentials" sort of spoiler at the top of the OP, as well as the character sheets AerynPierre mentioned. I will also be willing to help anybody creating their character should they (understandably) need it.
Rulyon- Avid Roleplayer
- Posts : 611
Join date : 2011-02-21
Age : 40
Location : Fort Worth, Texas, USA
Re: Rulyon's GM Application
I'm late, but I'll endorse anyway.
8680- Avid Roleplayer
- Posts : 562
Join date : 2011-03-20
Re: Rulyon's GM Application
Alright, Bigkahuna. I've got the game posted in the General Discussion. I also sent a few text messages out to some friends her were interested in playing as well, so we may have some new members soon (in addition to my wife, who created a profile the other day). See y'all on the other side! I'm heading to work now. I will keep track of the other posts as time permits at work tonight. Maybe we can get characters created and the game started during this weekend!
Rulyon- Avid Roleplayer
- Posts : 611
Join date : 2011-02-21
Age : 40
Location : Fort Worth, Texas, USA
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