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Jan 17th, 2017
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  1. Character Creation Guidelines and Rules
  2.  
  3.  
  4.  
  5. Build Philosophy
  6.  
  7. Apex is going to be a long running game tailored to many styles of gameplay. That being said it is primarily a roleplay game and there will be heavy emphasis on roleplaying. This is not limited to just meta-gaming and keeping
  8. out of character and in character knowledge separate. There will be hopefully fun things to do for everyone. You should feel safe building a non-combat focused character with the Expert class for example, and making this
  9. character focus on being a blacksmith or miner. The game will reflect this, and there will be needs and work orders for crafters and gatherers alike. There may be diplomatic missions or any number of activities.
  10. Please do NOT build a character soley for power and min/max. This will be a community driven game that will tailor to all sorts of players new and veteran, and us Dungeon Masters will likely engage with the characters
  11. just as much as the players interact with each other.
  12.  
  13. Source Materials
  14.  
  15. ALLOWED SOURCES: Core Rulebook, Bestiary, Bestiary 2, Bestiary 3, Advanced Player's Guide, Advanced Race Guide, Ultimate Combat, Ultimate Magic, Ultimate Equipment, Ultimate Campaign, Advanced Class Guide, Pathfinder Unchained, Psionics Unleashed.
  16.  
  17. Starting Level and Wealth
  18.  
  19. All characters will start at level one; They also start with maximum gold for their class. (Eg: If your class would start with 5d6x10 gold, you would begin with 300gp to spend.)
  20.  
  21. Races
  22.  
  23. If the race you are contemplating is not in the following lists (but contained in the aforementioned Source Materials) please consult a Dungeon Master to have it added to the appropriate place.
  24. ALLOWED:
  25. Dwarf, Elf, Gnome, Half-Elf, Half-Orc, Halfling, Human,
  26. Aasimar, Catfolk, Changeling, Dhampir, Fetchling, Goblin, Ifrit, Kobold,
  27. Oread, Ratfolk, Sylph, Tengu, Tiefling, Undine, Gillman, Grippli,
  28. Kitsune, Samsaran, Strix, Gathlain, Lizardfolk.
  29. [Psionic Races]:
  30. Blue, Elan, Maenad, Noral, Ophiduan, Xeph.
  31.  
  32. DISALLOWED:
  33. Android, Drow, Duergar, Hobgoblin, Orc, Merfolk,
  34. Nagaji, Svirfneblin, Gnoll.
  35. [Psionic Races]:
  36. Dromite, Duergar, Forgeborn, Half-Giant.
  37.  
  38. Alignment
  39.  
  40. Apex accepts characters of all alignments with the exception of Chaotic Evil.
  41.  
  42. Ability Scores
  43.  
  44. Ability stat generation will use standard 25 point buy rules. No score may be above 18 before racial modifiers. No score may be under 8 before racial modifiers.
  45. Point Buy Calculator: http://apex.dndsheets.net/info/pointbuy.php
  46.  
  47.  
  48. Base Classes
  49.  
  50. Please consult a Dungeon Master if you plan on using a class Archetype so that it can be approved or not.
  51.  
  52. ALLOWED:
  53. Barbarian, Barbarian (Unchained), Bard, Cleric, Druid, Fighter,
  54. Monk, Monk (Unchained), Paladin, Ranger, Rogue, Rogue (Unchained),
  55. Sorcerer, Wizard.
  56. Alchemist, Cavalier, Inquisitor, Magus, Oracle, Summoner (Unchained),
  57. Vigilante, Witch.
  58. Arcanist, Bloodrager, Brawler, Hunter, Investigator, Shaman, Skald, Slayer, Swashbuckler, Warpriest.
  59. [Psionic Classes]:
  60. Psion, Psychic Warrior, Soulknife, Wilder.
  61.  
  62. DISALLOWED:
  63. Antipaladin, Gunslinger, Ninja, Samurai, Summoner.
  64.  
  65. Non-Combat / "NPC" Character Classes
  66.  
  67. ALLOWED:
  68. Adept, Aristocrat, Commoner, Expert, Warrior
  69.  
  70. Non-Combat Class Creation:
  71. Players will generally create this type of character as an alt, or for a character that will be primarily used outside of standard heroic adventures.
  72. Please note these characters are different than Heroes and as such are not designed to be as powerful statistics wise, as such you will use the NPC creation guidelines for the following:
  73.  
  74. Ability Scores: The ability scores for a heroic NPC are: 15, 14, 13, 12, 10, and 8. Before racial modifiers.
  75. Traits: These characters should ideally restrict themselves to non-combat Traits. Due to their nature you may choose THREE traits for a non-combat character.
  76. Skill Points: These characters gain an additional 2 skill points per level. View the Skills section below for suggested Profession and Craft skills.
  77. Feats: Non-Combat and NPC Character Classes gain a bonus feat every level. This feat must be a non-combat and non-metamagic feat.
  78. Feat Prerequisites: Non-Combat and NPC Characters may use their NPC Class levels as Arcane Caster Levels for the purpose of qualifying for Item Creation Feats. [They still require someone to cast any spells required for item creation from a third party.]
  79.  
  80. Non-Combat Class Notes:
  81. Players may create a character that is more suited to roleplay than adventuring. All characters are required to have a class, and any reoccuring played character must have an approved sheet.
  82. There will be missions and quests tailored to non-combat oriented characters as well. Such as going mining for resources, Blacksmiths fulfilling work orders, there may be overlap where Adventurer Guild members escort and protect a gatherer. These are just some examples.
  83.  
  84.  
  85. Prestige Classes
  86.  
  87. ALLOWED:
  88. Arcane Archer, Arcane Trickster, Assassin, Dragon Disciple, Duelist, Eldritch Knight,
  89. Loremaster, Mystic Theurge, Pathfinder Chronicler, Shadowdancer.
  90. Battle Herald, Holy Vindicator, Horizon Walker, Master Chymist, Master Spy,
  91. Nature Warden, Rage Prophet, Stalwart Defender.
  92.  
  93. Traits
  94.  
  95. There are many traits within the allowed source materials, you may start with up to two traits. Please confirm your trait selections with a Dungeon Master while noting that the following traits are not allowed. This list will be updated continually.
  96. Please note that your characters should reflect these traits in character; Whether through their personalities or backgrounds these choices DO matter, so please be mindful of your choices and the bearing they will have on your characters.
  97.  
  98. DISALLOWED:
  99. Asmodean Demon Hunter (Azmodeus), Black Powder Bravado, Black Powder Fortune, Black Powder Interjection,
  100. Corpse Cannibal (Urgathoa), Favored Son/Daughter, Flame of the Dawnflower (Sarenrae),
  101. Guardian of the Forge (Torag), Just Like New, Larger Than Life, Never Stop Shooting, Outlander,
  102. Rich Parents, Unblemished Barrel.
  103.  
  104. MODIFIED:
  105. Calistrian Prostitute (Calistria) - Allowed as "Temple Prostitute" with same rules minus references to Calistria.
  106. Child of Nature (Gozreh) - Allowed as "Child of Nature" with same rules minus reference to Gozreh.
  107. Divine Warrior (Iomedae) - Allowed as "Divine Warrior" with same rules minus references to the goddess Iomedae.
  108. Ear for Music (Shelyn) - Allowed as "Ear for Music" with same rules minus references to Shelyn.
  109. Fortified Drinker (Cayden Cailean) - Allowed as "Fortified Drinker" with same rules minus references to Cayden Cailean.
  110. Starchild (Desna) - Allowed as "Direction Sense" with same rules minus reference to Desna.
  111. Undead Slayer (Pharasma) - Allowed as "Undead Slayer" with same rules minus reference to Pharasma.
  112.  
  113. Skills
  114.  
  115. It is worth noting your skills in this game actually matter. Please feel free to take Profession and Craft skills. Professions and Crafting in downtime will be encouraged and your characters may be rewarded for this.
  116. There also may be job available for your characters based on their professions. Some of you may who enjoy focusing on crafting or gathering may to create a character dedicated to these pursuits. Please see the above Non-Combat / "NPC" Character Classes section.
  117. In the spirit of this ALL Profession and Craft skills are considered class skills regardless of class.
  118.  
  119. PROFESSION SKILLS:
  120. Profession (Architect), Profession (Baker), Profession (Barrister), Profession (Brewer), Profession (Butcher),
  121. Profession (Clerk), Profession (Cook), Profession (Courtesan), Profession (Driver), Profession (Engineer),
  122. Profession (Farmer), Profession (Fisherman), Profession (Fortune-teller), Profession (Gambler), Profession (Gardener),
  123. Profession (Herbalist), Profession (Innkeeper), Profession (Librarian), Profession (Mercenary), Profession (Merchant),
  124. Profession (Midwife), Profession (Miller), Profession (Miner), Profession (Porter), Profession (Sailor), Profession (Scribe),
  125. Profession (Shepherd), Profession (Siege Engineer), Profession (Soldier), Profession (Soothsayer), Profession (Stable Master),
  126. Profession (Tanner), Profession (Trapper), Profession (Woodcutter).
  127.  
  128. PROFESSION RULES:
  129. We will be handling Professions with a modified formula.
  130. Normal Rules have a solitary roll once per week whereby you gain half your roll result worth of gold pieces.
  131.  
  132. We will allow a Profession Roll once per day. For doing jobs you will be able to earn your roll result worth of silver pieces.
  133. Alternatively if your profession is a gathering profession, you may gather your roll worth of silver pieces in raw materials.
  134. [Eg: You have Profession (Mining), you roll a 15 after modifiers to go collect raw metal. You would gain 15sp worth of metal for that day.]
  135. [Eg: You have Profession (Baker), you roll a 10 after modifiers to work in a Bakery for the day. You would earn 10sp in wages for that day.]
  136.  
  137. CRAFT SKILLS:
  138. Craft (Alchemy), Craft (Armor), Craft (Baskets), Craft (Blacksmithing), Craft (Books), Craft (Bows), Craft (Calligraphy),
  139. Craft (Carpentry), Craft (Clockwork), Craft (Cloth), Craft (Clothing), Craft (Gemcutting), Craft (Glass), Craft (Jewelry),
  140. Craft (Leather), Craft (Locks), Craft (Paintings), Craft (Pottery), Craft (Rope), Craft (Sculptures), Craft (Ships),
  141. Craft (Shoes), Craft (Siege Engine), Craft (Stonemasonry), Craft (Tattoos), Craft (Traps), Craft (Weapons).
  142.  
  143. CRAFTING RULES:
  144. We will use the Pathfinder Alternate Crafting rules:
  145. The complexity categories listed on the table below require some defining. Keep in mind that there is a certain amount of subjectivity at work here. The key to item complexity isn't to rely an exhaustive list of what items belong to which categories.
  146. Instead, these rules provide basic category descriptions and a few examples of sorts of items one might expect to fit each respective category.
  147.  
  148.  
  149. Very Simple: These items are more or less all one piece or one material of simple shape with no moving parts. Examples: crowbar, quarterstaff.
  150. Simple: A simple item is largely made of one material, but it requires a more specialized shape. Examples: many simple weapons, backpack, most common articles of clothing, simple traps such as pits.
  151. Moderate: Moderate complexity items are characterized by diverse materials or different parts that must be integrated into a whole. Examples: Most martial and exotic weapons, bows, all shields, locks, simple traps using simple mechanical triggers, acid.
  152. Complex: Complex items have diverse materials, moving parts, different parts, and/or decorative bits. Examples: Most types of armor, strength bows, crossbows, most vehicles (excluding large ocean-going vessels), alchemist's fire, smokesticks, tingertwigs.
  153. Very Complex: These are the most complicated items. They require diverse materials, moving parts, different parts, decorated bits, and/or multiple functions or uses. Examples: ocean-going vessels, unusual armors (such as barding), antitoxins, tanglefoot bags, sunrods, thunderstones.
  154. [For every 5 points greater than the item's DC is the Craft check, halve the item's time unit, but no time unit can be halved this way more than twice.]
  155.  
  156.  
  157.  
  158.  
  159.  
  160.  
  161.  
  162. Submission/Sheet Related Rules
  163.  
  164. This will be updated as our services are extended and come online.
  165.  
  166. Sheets are required to be submitted to a Dungeon Master. Sheets will be hosted by us and all sheets will be able to be accessed by all Dungeon Masters.
  167. As services are developed players will have less direct control over editing their own sheets as a measure to ensure a consistent and unified gaming experience.
  168. What this means is that in the future you will have less to track and our services will do most of the heavy lifting for you, allowing you to focus on what matters: Playing.
  169.  
  170. If you are using PCGen to create your characters, please select "Pathfinder RPG Core Supplements" and "Pathfinder Unchained" as your sources.
  171.  
  172. Other forms of character sheets will be accepted until such a time as our services are ready, at which point our services will be exclusively used as the means of storing and managing your character sheets.
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