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  1. Starting Level: All characters will start at level 1. We are using milestone leveling so experience points will not be tracked.
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  3. Starting Attributes: 25 point buy.
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  5. Starting Gold: Maximum for your class.
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  7. Hitpoints: Full HP from levels 1 to 3, then half HD + 1 for each level after.
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  9. Alignment: CE and NE are banned. If you want to play LE, speak to me first.
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  11. Classes and Races: Any and all classes and archetypes not in the exceptions list are available within first party content. Any race 15pb and under is fine. A trait that adds Race Points needs to be run by me first. Races with no RP assigned need to be run by me. Any race that has a table to be rolled must be cleared with me first.
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  13. Exceptions list: Chained Summoner along with all archetypes under chained summoner that aren’t shared with unchained summoner.
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  15. FCB: All classes have the option of ⅙ of a combat feat. Also, FCBs belong to a class, any race can take any other race’s FCB so long as they are taking a level in the requisite class. All classes gain full caster level (namely paladins and rangers).
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  17. Class Specific Rulings:
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  19. Antipaladin: Can swift action touch themselves.
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  21. Brawler: The Hinyasi archetype works with shikigami style.
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  23. Druid: Herbalism potions still must follow magic crafting guidelines for time. Meaning only four can be made per day in an eight hour period normally.
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  25. Fighter: Receive combat stamina for free at level 2.
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  27. Rangers: have full access to the druid companion list (still at druid level -3). Can use ranger styles in heavy armor.
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  29. Shaman: can prepare spirit spells in regular slots, in addition to spontaneously casting them in spirit magic slots.
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  31. Sorcerer: receives bloodline spells when they unlock the relevant spell levels.
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  33. Witch: White Haired Witch uses int for attack and damage with their hair. Seducer uses Cha for skills.
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  35. Skill Points: Any class that has 2+int as their skill points per level, and is not intelligence based (read: not a wizard, witch, arcanist) will have 4+int skills per level instead. In addition we will be using the background skills optional system http://www.d20pfsrd.com/skills/background-skills/
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  37. Perception is a class skill for everyone.
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  39. Traits: A character will have 2 traits and 1 campaign trait selected from the Ruins of Azlant player's guide. I do not do drawbacks.
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  41. Feats and Misc changes: We will be using the EITR blog post, not the PDF(Elephant in the room) feat tax removals with an exception. Power Attack requires 13 strength, and Deadly Aim requires 13 dexterity.
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  43. Ability Damage: Ability damage applies to all rolls and modifiers that use the relevant ability score. (Two dex damage is minus one to attacks with a finesse weapon using dex to attack.)
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  45. Death and Unconsciousness: When you come back from being dead or being unconscious you're both prone and disarmed with your weapon in your square.
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  47. Coup de grace: The coup de grace action can be treated as nonlethal without feat investment. This forces a fort save of DC 10 + damage taken, failure causes the target to fall unconscious for one hour.
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  49. Encumbrance: I am depending on you to track your own encumbrance as it affects a wide variety of skills and can even limit dexterity to AC. This is an honor system but I may audit as needed.
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  51. Banned feats, traits, and spells:
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  53. Soft bans- you can use them, but their use is strictly moderated.
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  55. Emblem of Greed may not exceed your character level
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  57. Binding of Outsiders
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  59. Wish/Miracle- the specific things listed in the spell description are okay may possibly determine that this is not available upon level up- requires you to seek it
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  61. True Name
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  63. Paragon Surge - Spell perfection - Crafting Feats - Things I haven’t thought of that make me squint at you. Simulacrum and similar effects - https://paizo.com/threads/rzs2p7ju?Simulacrum-uses#22 - No more than your HD in creations (this is the created creatures’ HD, not the base creatures’ HD) - Creatures with HD higher than 20 cannot be made into a simulacrum. Hard bans: These are forbidden. Do not take them. Geas Blood Money
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  65. Sacred geometry Leadership and other leadership related abilities/feats Clustered Shots Atonement Change of Heart Choral Support Third party and 3.5 paizo material without permission Monster feats (If you specifically need one, talk to me first about it) Finding Haleen Human Racial Trait Dimdweller
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  67. Below are clarifications that have been made due to in game cirsumstances. Summon Good Monster: The creatures summoned via summon good monster go away at -con instead of 0, this lets the diehard portion of the feat actually be useful.
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  69. Hydrokineticist: A kineticist who uses the Water Blast (physical) blast does not take the usual -2 to hit for each underwater square shot through. (This is more a common sense ruling, as the blast is literally a stream of water.)
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  71. Ninjas: Ninjas receive the Unchained Rogue's Finesse Training at the same level a Rogue would receive it.
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  73. Weapon Finesse as a class feature: If your class gains weapon finesse as a class feature, such as Unchained Rogue, you can instead select Weapon Focus (ignoring the bab pre-req), Exotic Weapon Proficiency (ignoring the pre-req), Deft Maneuvers, Iron Will, or Additional Traits +Toughness.
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  75. Liberating Command: Liberating command works when casted on yourself.
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  77. Step Up and Reach: You may use step up if an enemy 5ft steps away from you, outside of your reach. This does not work if they 5ft step towards you.
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  79. Staggerproof Boots and movement: You cannot use staggerproof boots for a method of movement you don't possess. For example if you cannot fly, you cannot move 30ft in the air with it (unless otherwise noted in a room). Likewise the movement penalty for trying to tumble via acrobatics still affects the boots. This means that when you try to acrobatics through a threatened square, it does eat double movement.
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  81. Reincarnate: You can choose the official or unofficial table. The following results are changed/modified on the unofficial table: Kasatha is rerolled.
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  83. Andriod is rerolled. Troglodyte gets 2 natural armor, not 6. Wyrwood has to take the living machine trait. Bugbear either has +4 to str and no dex bonus, or +2 to all 3 physicals.
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  85. Stunning Irruption: This feat doesn’t apply the condition to you or creatures you wish to exclude from the effect.
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  87. Grapple with reach: Grappling a creature not adjacent to you allows you to move it to any square around you by the rules. For this game, it will be the nearest adjacent square (in the case there are several nearest adjacent, you can choose which one the enemy is deposited in).
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  89. Skald Raging Song: If accepted, the raging song's effects on that ally last for that ally's turn until the start of that ally's next turn or until the song ends, whichever comes first
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