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  1. • Schedule: 1/week at 6:00 P.M. EST or 10:00 P.M. GMT, for five to six hours, day currently undecided (Sunday, Monday, Tuesday, or Thursday)
  2. • Medium: MapTool 1.4.1.6 and Hamachi, text only, tokens required
  3.  
  4. • Setting: Golarion, Katapesh, city of Katapesh
  5. • Adventure Type: Investigation, sneaky infiltration, social maneuvering, high society schmoozing, infrequent but high-stakes combat, taking down evil societies (Aspis Consortium, cult of Lamashtu, cult of Rovagug, etc.)
  6. • Tone: Heroic
  7. • Weeaboo Level: Very high
  8. • Lewd Level: Possibly ecchi and suggestive, nothing explicit on-screen
  9.  
  10. • Sources Allowed: Paizo, Dreamscarred Press, other third-party products and homebrew on request
  11. • Races Allowed: All core and featured races, although you can be an aasimar or a tiefling of races outside of these. Kitsune are also permitted. Kitsune are not furry in their hybrid form; they have vulpine ears and tails. They also have Fox Shape, Realistic Likeness, and Swift Kitsune Shapechanger as bonus feats. Katapeshi kitsune are most likely fennecs.
  12. • Classes Allowed: Any classes and archetypes that can initiate maneuvers, including aegis, belluspex, and medic
  13. • Optimization Level: Very high. [Initiator A] 4/[initiator B] 1 multiclassing with Practiced Initiator is heavily recommended. Your benchmark for optimization is a sneak attack-optimized stalker (vigilante) 4/warder (dervish defender) 1, who will be your sole fellow PC.
  14.  
  15. • Starting Level: 5th
  16. • End Level: 7th
  17.  
  18. • Ability Scores: 25 points
  19. • Hit Points: Maximum at 1st level, then average thereafter, keeping track of decimals
  20. • Starting Wealth: 10,500 gp, +25% if you have one item creation feat, +50% if you have two, or +75% if you have three. Mundane item pre-game crafting is allowed.
  21. • Background Skills: www.d20pfsrd.com/skills/background-skills
  22.  
  23. • Leadership and Leadership-like Feats: These are all banned. Fortunately, Charisma-based characters can still vindicate themselves using ghost syrup and Dreamscarred Press's Selective Tangibility feat.
  24.  
  25. • Martial Traditions: Reflavor any preexisting martial tradition. Alignment restrictions are lifted, and you can revise the oath as appropriate. Nature Fangs are not allowed.
  26. • Path of War 1 Disciplines: Unfortunately, many of the Path of War 1 disciplines are poorly-balanced. Many have a cringeworthy blend of undertuned and overpowered material. Until the Path of War 1 errata playtest document is made public, the following workaround will be used. If you would be entitled to Black Seraph, Broken Blade, Primal Fury, Scarlet Throne, Steel Serpent, or Thrashing Dragon as a discipline, you must swap it out for any other discipline. Like a martial tradition discipline swap, if you are multiclassed and would receive one of these disciplines twice, you must trade in both instances of the discipline for only one other discipline.
  27.  
  28. • High Psionics Soulknives: Yes.
  29. • Technological Weapons: Call Weaponry and mind blades cannot create these.
  30.  
  31. • Clothing and Carrying Capacity: Clothing does not count against carrying capacity, as per James Jacobs: http://paizo.com/threads/rzs2l9u4?Worn-clothes-count-towards-carrying-capacity#12
  32. • Custom Weapon Master's Handbook Weapons: These are allowed.
  33. • Competence and Insight Bonuses: No item can ever grant a competence or insight bonus to skill checks, except for the Circlet of Persuasion and the Daredevil Softpaws.
  34. • Drugs: If you succeed on your saving throw to avoid addiction, you can choose to avoid the effects of taking the drug.
  35. • Maintenance: If you are incorporeal, so is your equipment. If you have energy resistance or energy immunity, it also applies to your equipment. If you regain hit points due to a non-extraordinary effect, your equipment also regains hit points, and you and your equipment are cleaned.
  36. • Steelforge Combating Christmas Trees: These are allowed.
  37. • Throwing Shield: Throwing a throwing shield is a standard action, not a free action.
  38. • Ultimate Equipment Errata: Yes, all of this applies. Sleeves of Many Garments only produce visual illusions of clothing.
  39.  
  40. • Traits: Five traits, no drawbacks or campaign traits. Two new traits are available below.
  41.  
  42. Armament Meld (Magic Trait)
  43. Benefit: With a move action, you can cause a single appropriately-sized weapon or suit of light armor to meld into your body. You must be holding the weapon or the armor during this process.
  44.  
  45. Any weapon or armor melded into your body is undetectable save for divinations such as locate object and discern location, although they still shed any magic item auras. Any item melded this way has no weight. You can have only one weapon and one suit of light armor melded into your body this way.
  46.  
  47. You can use whatever action you would normally use to unsheathe a weapon to cause the melded weapon to unmeld and form in your hand. You are always considered to be wearing the melded light armor, until you cause it to unmeld as a move action.
  48.  
  49. This trait still functions inside an antimagic field, but the weapon and the armor lose any magical properties as normal.
  50.  
  51. Generic Skill Trait (Combat, Equipment, Faith, Magic, Regional, Religion, or Social Trait)
  52. Benefit: Select a skill. That skill is a class skill for you, and you gain a +1 trait bonus to checks made using the chosen skill. If the skill is Linguistics, you gain an additional language of your choice.
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