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Tonash Drahow

Omnipresent Phantom

PostPosted: Tue Jan 06, 2015 4:29 am
Way of the Wicked


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A Fire Mountain Games Product

Table of Contents
1: Introduction/Disclaimer
2: Map/Recruitment Status
3: Core Races Information
4: Core Classes Information
5: Alignment Information
6: Stat Information
7: Skill Information
8: Feat Information
9: Spell Information
10: Trait Information/AKA THE CRIMES (Your Backstory)
11: Profile Skeleton/Character Sheet Template
12: The Passage of Time/Combat Information
13: The Story So Far
14: Noteworthy Persons
15: FAQ


Introduction/Disclaimer:
This is a roleplay using the Pathfinder Adventure Path developed by Fire Mountain Games called "Way of the Wicked". All artwork belongs to their respective owners unless otherwise stated. I will be performing primarily as the Game Master for this thread and will control the vast majority of NPC's in this game. This is built as an EVIL CAMPAIGN, specifically Lawful Evil, though more on that later. If you are tired of "Saving the world" for the umpteenth time, this is the RP for you to kick back, and the let the good times and heads roll. If you're looking to do the impossible and "turn the bad guys from their course and redeem them", wrong roleplay, this is for folks who want a different experience and get to BE the bad guys for once.

Further information will be included in lower posts.


Rules
1: Follow Gaia ToS. If you're in this RP and you don't, you don't belong here, let alone on Gaia.
2: No cybering. This should be self-explanatory. While there will be opportunities to "seduce" or otherwise, if anything becomes graphic, you will receive one warning and then forcefully removed from the RP if you fail to heed it.
3: No God-Moding or Auto-Hitting. Meaning if you are performing an action for example: Running from the town guards after stealing from a shop. You do NOT get to say: "And then *Insert generic name here*, got away." You allow myself, or whomever is controlling the NPC's an opportunity to react and then respond accordingly.
4: Thread Activity will be a goal in this thread. I would like each member to PLEASE *check* the thread once a day or once every two days.
5: Follow the information that I give you. I am the Narrator and essentially the controlling force behind most of the actions in this world. You will get hungry, you will get thirsty, you will get tired. Heed these instructions as they WILL affect your characters.
6: Since this will mainly be a Player versus Game Master environment, killing is allowed, (and encouraged!) however, it must go through proper sequences first.
7. Swearing for text flavor is fine, just know your limits. If you fill post after post with foul language that does not fit the scene then it's one warning and you're out if it happens again.
8. Copy the profile Skeleton and fill it out, send it in a PM to me titled I'm Completely Wicked
9. Do not post until after you have received a confirmation message from me saying that you have been accepted.

10. Have fun and enjoy. If you have any questions, PM me.
 
PostPosted: Tue Jan 06, 2015 4:30 am
Map/Recruitment Status

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Recruitment Status

This RP is intended for up to 6 players, though I am aiming for 2-4.

Currently this roleplay is ACTIVE! Open and Accepting. HOWEVER: If you wish to join, you must speak with me before creating a character, as it must be thematically appropriate in the timing of your character's arrival in the story.


Link to the Character Sheet/Inventory Storage and OOC Thread.  

Tonash Drahow

Omnipresent Phantom


Tonash Drahow

Omnipresent Phantom

PostPosted: Tue Jan 06, 2015 4:31 am
Core Races Information

The races of Golarion are very diverse and hard to navigate at times, however the primary races will be available here to choose from. I will list their primary advantages/disadvantages, however if you visit the SRD20 site and see alternate traits and/or options you would like, you may substitute it with my permission.

Humans - Humans are by far the most versatile out of all the races. They gain Favored Class bonus regardless of which class they choose and start out with the following:

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).


Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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Elves - Elves are very lithe, beautiful humanoids who possess a great deal of social grace and agility, are often hampered in terms of being less hardy than other races. Their default starting bonuses are as follows:

Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

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Half-Elves - Half-Elves are born typically from the union of humans and Elves, though other racial mixes can occur, they are far less likely. They begin with the following default bonuses:

Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-elves are Humanoid creatures with both the human and the elf subtypes.
Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Half-elves have a base speed of 30 feet.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.


Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

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Half-Orcs - Half-Orcs are often a racial stigma when they are born. They are very frequently outcasts and shunned as weak by their full-blooded orc compatriots and as malformed abominations by their fairer blooded ancestors. Even so, they are some of the fiercest and heartiest warriors and fighters in existence. They begin play with the following bonuses:

Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Half-orcs have a base speed of 30 feet.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Darkvision: Half-orcs can see in the dark up to 60 feet.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

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Dwarves - Dwarves are by far the most stubborn, loyal and steadfast creatures in the world. They possess a powerful constitution and wisdom that extends far beyond the short and stocky frames. They begin play with the following bonuses:


Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Dwarves are humanoids with the dwarf subtype.
Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.

Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.


Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.


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Halflings - Halflings are a diminutive race that are often confused with human children due to their oft cherubic features and mischievous nature. They are considered "Small" however, and that, along with their physical weakness, often leaves them with a far less intimidating stature. They begin play with the following bonuses:

Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Size: Halflings 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.
Base Speed (Slow Speed): Halflings have a base speed of 20 feet.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.


Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

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Gnomes - By far one of the most unusual races on Golarion, the gnomes sport shocking hairstyles and an almost inexhaustible need for excitement and adventure despite their tiny frame. Rarely standing taller than three feet at the most, these stout-hearted folk are rarely seen anywhere but where the action is the thickest. They begin play with the following bonuses:

Ability Score Racial Traits: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
Type: Gnomes are Humanoid creatures with the gnome subtype.
Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.

Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.

Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.

Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.

Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.  
PostPosted: Tue Jan 06, 2015 4:32 am
Core Classes Information (And Roles)

While there are dozens of classes available in Pathfinder, I will only be utilizing the Core Classes for this campaign. Before I list the available classes however, I will explain some of the Roles for those who are unfamiliar with them.

Roles are typically determined by how a character is built, through their statistics, skills etc. though it is most easily categorized by the player's class. There are five primary roles and all classes usually fit into a few of the categories.

Defender: Stands between the biggest monsters and the squishy people. Fairly self-explanatory.
Leader: Typically the spokesman for the party or whomever has the highest ranked Diplomacy, bluff, intimidate, linguistics, sense motive skills.
Healer: Healing and restorative magic users, they also specialize in buffing and debuffing which is the act of improving your allies' status and damaging your enemies' status respectively.
Scout: Most often a character who specializes in Stealth, Trapfinding or simply has high mobility and dodge ratings.
Striker: These characters are the primary weapon of the group. They are focused on dealing the absolute most damage as possible.
Controller: Changing the field of battle is the prime directive for this role, as they create openings for their allies through their abilities.

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I will now list and link the core classes below.

Barbarian- Ferocious and wild warriors, more brawlers than disciplined soldiers, these combatants forego the protection of some of the heavier equipment available and instead embrace their inner rage, channeling their fury into raw physical force. Primary Stats: Strength, Constitution, Dexterity Role: Striker/Defender

Bard- While the bard is easily one of the least skilled in combat, they should not be overlooked. They use their musical prowess and endless guile and charm to bolster their allies, entrance their enemies, or perhaps talk their way out of a fight before it ever begins! Primary Stats: Charisma, Dexterity, Intelligence Role: Leader/Controller/Scout

Cleric- Divine spellcasters who are the earthly conduits for their deities. They devote themselves entirely to their god or goddess, and as such are blessed with a vast assortment of spells and their defenses can rival that of a Defender, however due to this devotion, they lose out on skills that would be gained otherwise. Primary Stats: Wisdom, Constitution, Strength Role: Healer/Controller/Striker/Defender

Druid- Individuals who have a direct connection to nature or one specific part of nature. They often follow one god or another similar to clerics, though their magic tends to take on a different form than their more heavily armored compatriots. As druids grow in power, they gain access to shapeshifting, making them potential Defenders or Strikers as well. Primary Stats: Wisdom, Constitution, Strength Role: Healer/Striker/Controller

Fighter- Mercenaries, Soldiers, Knights and more count themselves among the ranks of a Fighter. The quintessential Fighter is trained in the ways of using the heaviest of armor and virtually any weapon they get their hands on. They do not possess any magic however and receive few skills outside of combat. Primary Stats: Constitution, Strength, Dexterity Role: Defender/Striker

Monk- One of the most unusual and challenging classes. A monk values self-discipline and order above all else, as such, they leave such luxuries as most armor and weapons behind. They perfect their own bodies and use them as their weapon. Monks are fairly fragile towards the early stages of any campaign, but for those who survive towards the end... they become nearly gods. Primary Stats: Wisdom, Dexterity, Strength Role: Leader/Striker

Anti-Paladin (AKA The Blackguard) - For this campaign, Lawful Good is unavailable, and as a result so is the paladin class, thankfully however, the Anti-Paladin class is available for just such an occasion, requiring the individual to be of a Chaotic Evil persuasion. These defilers are the reapers of chaos and destruction. They are highly skilled in combat and possess some minor magical qualities as well. Primary Stats: Charisma, Constitution, Strength Role: Defender/Striker

Ranger- The wilds can be a dangerous place for the unprepared. Rangers are woodsman or otherwise knowledgeable individuals who specialize in knowing their environments, and more specifically their most hated foes... whomever that may include. Rangers are a fair balance between most roles, though many often take them the Striker route, due to their dominance with physical ranged attacks. Primary Stats: Dexterity, Strength, Constitution Role: Leader/Striker/Healer/Scout

Rogue- The wiliest and most crafty of all the professions. Rogues are masters of shadow and misdirection. Depending on how they are built, they can fulfill a number of tasks. They are fairly fragile, but they can often be invaluable tools for any group. Primary Stats: Dexterity, Charisma, Intelligence Role: Leader/Striker/Scout

Sorcerer- There are spellcasters in the world who do not train to expand their knowledge of the arcane, but rather, somewhere in their bloodline, a supernatural being of some type or another became intermixed with their family and thus their blood begins to awaken with new power. Sorcerers are often extremely charismatic though they are often known to be quite selfish and interested in unlocking their own latent powers. Primary Stats: Charisma, Constitution, IntelligenceRole: Leader/Controller

Wizard- While Sorcerers are content to experiment on others to obtain their power that has been handed to them by birthright alone, Wizards choose to make their own fate. They study tomes and other sources of magic to better understand and overcome the limits of reality, accessing the absolute highest echelons of power. Primary Stats: Intelligence, Constitution, Dexterity Role: Leader/Controller  

Tonash Drahow

Omnipresent Phantom


Tonash Drahow

Omnipresent Phantom

PostPosted: Tue Jan 06, 2015 4:32 am
Alignment Information

So, welcome to the Alignment discussion. For those who are unaware, Alignment basically determines your character's subconscious and code of honor, or lack thereof. Your alignment will determine how you act around others and is in line with what YOU want and what you'll do to get it. So, again, since this is an EVIL campaign, only 4 of the 9 alignments are available because well... If you really try to be Good in this campaign, the other PC's and yes, allied NPC's will take advantage of you and then leave you in the dirt.

Chaotic Alignments have also been disabled for this, as it is unlikely that any Chaotic character would willingly go along with a group that might require self-sacrifice and discipline in any form.

I will list ALL 9 alignments here however, in the event that someone seeks to know a bit more about their enemies or understanding it for future use.

Lawful Good - The most extreme of the "Goods". These are the paladins, the tride and true bringers of justice and righteousness. A Lawful Good individual puts the needs of the many, and indeed, the needs of everyone else before themselves, even if it costs them everything. They also adhere to a strict disciplinary code and refuse to be shaken from that path no matter what.

Neutral Good - More moderate and measured goodly souls. These folk have the betterment of all in mind, but are not afraid to bend the rules in order to ensure safety and security. An example of Neutral Good would be a man who apprehends a dangerous criminal with intent to take him to court, but the criminal breaks free and tries to kill the man so he chooses to slay the criminal instead of bringing him back into custody.

Chaotic Good - These are most often considered frontiersmen and vigilantes. They believe that the greater good of the many need to be placed above all else, and throw the rules to the wind. Due process is nothing but bureaucracy and meaningless words. As stated, a vigilante is one of the primary examples of Chaotic Good individuals, as they believe that the condemned are most often irredeemable and thus are comfortable ending their existence in order to better preserve the peace.

Lawful Neutral - Characters of this alignment are neutral with regard to good and evil. This does not mean that Lawful Neutral characters are amoral or immoral, or do not have a moral compass, but simply that their moral considerations come a distant second to what their code, tradition, or law dictates. They typically have a strong ethical code, but it is primarily guided by their system of belief, not by a commitment to good or evil. A fair example might be a soldier who follows any order from his leader to the letter, however, if the leader promises something and then does not follow through, this soldier would likely leave their service to obtain whatever was promised them.

True Neutral - These folks are often enigmas in their own right. They have no true disposition in one direction or another. Whether this is because they have yet to develop tendencies or that they have found a true balance in life, it depends on the individual. An example of this might be a hermit, who simply has chosen solitude and a quiet existence over any temptations that might be out there.

Chaotic Neutral - Individuals who value themselves above all else. These people always ask "What's in it for me?" either subconsciously or directly before accepting any task. The most common examples of this are typically rogues and thieves who adore the material things in life such as wealth, warmth and pleasure.

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Lawful Evil - Folk who have scheme upon scheme, plan upon plan. They understand that the rules are in place for a reason, but they see no reason why they can't make their own rules and MAKE everyone else follow them instead; if bodies pile up along the way? A pity, a few less workers for the new salt mines, one imagines. A cunning lawyer or magistrate who manipulates loopholes would be considered Lawful Evil.

Neutral Evil - These people have one thing in mind: Power. They don't care how they get it, they don't care what it costs them and they certainly don't care who gets hurt while they try to obtain it. Whether by murder, intrigue or otherwise, these individuals will stop at nothing to acquire endless power over others. A steward who poisons his lord and arranges to have the lord's heirs assassinated so that he might ascend to the throne in his place would be considered Neutral Evil.


Chaotic Evil - This... This is the category given to people who have no true agenda or goals. The world exists only as their plaything and morals are just words that hold no meaning to them. People's lives are nothing more than entertainment and as such, they can rarely be bought, intimidated or reasoned with beyond whether or not it will lead them to more enjoyment. Most often, this enjoyment comes at the expense of others. The few examples of this are usually psychopaths or madmen drunk on their own twisted version of glory.
 
PostPosted: Tue Jan 06, 2015 4:33 am
Ability Score Information

There are 6 primary stats that govern a player's abilities and how they affect their skills and interactions: 3 Physical stats and 3 Social/Mental stats. Each statistic grants a modifier for every 2 points above or below 10. So for example, a character with 18 STR, would have a +4 modifier to their affected strength rolls; whereas a character with 8 STR would have a -1 modifier. Stats for this RP will be determined using a 25 Point Buy system, listed below in the Character Sheet/Profile Skeleton post. Don't forget to add your racial bonuses/penalties! Additionally, every 4 levels, you will receive a new stat point to place wherever you like.

Strength (STR) - This is a player's physical prowess. This determines a character's chance to hit with a melee weapon and also the bonus damage they deal whenever a hit actually connects.

Dexterity (DEX) - This is a player's physical agility. This determines a character's chance to hit with a ranged weapon and also the bonus damage they deal whenever a hit actually connects. This also directly adds to a player's Reflex save score as well as their Initiative bonus. In addition, the Dexterity modifier is added to the character's AC (Armor Class) however this can be hampered by wearing heavy armor or other factors.

Constitution (CON) - This is a player's physical endurance. This determines how many bonus hit points a character gains as a guarantee each level. This also directly affects a character's Fortitude save score.

Wisdom (WIS) - This is a player's understanding of the world around them. This determines how many spells Clerics, Druids and Rangers receive and affects many different skills. This also directly affects a character's Will save score.

Intelligence (INT) - This is a player's book and technical knowledge. This determines how many spells Wizards have access and also how many skills per level a character receives. Additionally, this affects how many languages a character begins play with.

Charisma (CHA) - The quintessential social ability. This represents a players' charm and beauty when speaking with other sentient beings, this is also the primary statistic that determines what spells are available to the Bard, Paladin/Anti-Paladin and Sorcerer.  

Tonash Drahow

Omnipresent Phantom


Tonash Drahow

Omnipresent Phantom

PostPosted: Tue Jan 06, 2015 4:34 am
Skill Information

There are 34 Skills available and all of them will likely be important at one point or another in the campaign. However characters will have a limited number of points to put into these skills each level and it is up to you to determine what is important and what is not. These skills are affected by each of the 6 stats with the exception of Constitution. They will determine the modifier of your rolls when performing actions. Each class has a set of skills at which they are proficient. These skills gain +3 for the first time you place a point into them. Refer to your class pages on the SRD20 site to determine which of these skills belongs to your class.

Example for Determining How Many Skills You Gain Per Level: Character has become a level 2 Human Fighter! (Fighters gain +2 Skill points per level) Character is Human (Humans gain +1 Skill point per level) Character has 12 INT (+1 modifier). So in total, Character would have 4 points to spend per level.


Please note that ALL STR/DEX skills are affected by wearing armor, so their penalty modifier will have to be added to the equation.
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Skills

Acrobatics(DEX) - Typically used to determine how well one can balance oneself on a narrow, slick or otherwise difficult surface, this is also used for jump checks and avoiding fall damage.

Appraise(INT) - Used to determine the monetary value of a mundane non-magical item prior to trading with a merchant or otherwise.

Bluff(CHA) - Determines how convincing of a liar you can be and how easily someone believes you. This is checked *against* someone's Sense Motive skill.

Climb(STR) - Typically used to determine how effectively one is able to climb a difficult wall or vertical surface.

Craft(INT) - Used to determine the quality of one's creation. This skill is used for all creative abilities.

Diplomacy(CHA) - Determines how effective one is when it comes to providing a peaceful resolution to a conflict, or at the very least, convincing someone of your true intentions.

Disable Device(DEX) - Typically used to determine how effectively one can unlock doors or disarm mechanisms. A must-have for any Rogue.

Disguise(CHA) - Used to determine how effective one can maintain an illusion of being a different individual or object. Checked against an enemies' Perception skill.

Escape Artist(DEX) - Determines how effectively one can wriggle their way out of a confining situation, usually caught in nets, working through bars or other tight spaces.

Fly(DEX) - Typically used to determine how effectively one can move through the air during difficult conditions, primarily by levitation or similar magic.

Handle Animal(CHA) - Used to determine how effective one's connection to animals can be, usually it comes into play when calming a beast.

Heal(WIS) - Determines the effectiveness of one's first aid training. Bandaging a dying character and stabilizing them is its primary use.

Intimidate(CHA) - Typically used to determine how effectively one can bully a target into submission. This is often used to obtain information or avoid direct conflict.

THE KNOWLEDGE SKILLS(INT) - Each of these skills can only be used once per situation, however they will grant invaluable information if the check succeeds. I will simply list these without going into detail, as they are self-explanatory.
Knowledge(Arcana)
Knowledge(Dungeoneering)
Knowledge(Engineering)
Knowledge(Geography)
Knowledge(History)
Knowledge(Local)
Knowledge(Nature)
Knowledge(Nobility)
Knowledge(Planes)
Knowledge(Religion)

Linguistics(INT) - Used to determine how well a character can read or understand a language they do not speak or speak well.

Perception(WIS) - USED ALL THE FREAKING TIME. Determines your ability to detect hidden objects, enemies or areas. Also used to assess a situation, if no other options are available.

Perform(CHA) - Typically used to determine how effectively one can pull off a charade. Rarely used by any other than Bards, this skill is usually avoided by most adventurers.

Profession(WIS) - These profession skills vary. Depending on what your character was prior to becoming a criminal, this is what your Profession affects (Soldier/Sailor/Tinker/Tailor etc.), used primarily whenever a relevant task appears.

Ride(DEX) - Used to determine how effectively one can remain on the saddle of a riding beast at speeds greater than a trot or in any condition other than calm.

Sense Motive(WIS) - Determines how well one can see through the lies and words of another. This is used against an opponent's Bluff Skill.

Sleight of Hand(DEX) - Typically used to determine how well one can steal something off of another individual without them noticing. This is used against an opponent's Perception Skill.

Spellcraft(INT) - Used for identifying magic items, crafting magic items, and identifying spells as they are being cast.

Stealth(DEX) - Determines how well one can hide amongst the shadows. This is used against an opponent's Perception Skill. If the check succeeds, the player is undetected and gains part in a Surprise round if combat begins.

Survival(WIS) - Typically used to determine how well a character knows basic survival skills, such as building a fire, setting up camp, finding food and water, as well as determining true north and finding their way when lost.

Swim(STR) - Used to determine how well a character can swim in difficult conditions.

Use Magic Device(CHA) - Determines how well a character can use a special magical item such as wands or unusual apparatus.  
PostPosted: Tue Jan 06, 2015 4:35 am
Feat Information

Feats are abilities that have been discovered by characters as they progress in life and level. All characters receive one feat at the first level and then one additional feat every two levels (1st, 3rd, 5th, etc.). Certain classes gain bonus feats as they level up, please refer to their respective class pages for these.

I will link the list of feats but they are far too many for me to list here.

Feat Directory  

Tonash Drahow

Omnipresent Phantom


Tonash Drahow

Omnipresent Phantom

PostPosted: Tue Jan 06, 2015 4:36 am
Spell Information

Spells come in two different varieties: Arcane and Divine. Arcane spells are the manipulation of the mystic weave of the world into physical form, or ethereal form in some cases while Divine spell casting is granted to the caster by their patron deity whom they serve through routine prayer and meditation.

Arcane Spellcasters:
Bards, Sorcerers, Wizards

Divine Spellcasters:
Clerics, Paladins, Rangers

-----------------------------------------------------------------------------------------------------------

All spell casters gain spells per day as they grow in experience. Arcane casters can gain access to new spells by a number of external methods such as finding magical scrolls, or copying from another wizard's spellbook.

Divine spell casters are granted access to ALL spells available to each spell level as they grow.

All spell casters must prepare spells they wish to use each day. This usually takes 1 hour of dedicated effort.

Sorcerers and Bards are the exception, they do not need to prepare spells ahead of time however they can not learn new spells aside from when they gain levels, regardless of what they do.

--------------------------------------------------------


For actual spell lists for each class, please refer to the following link and choosing the necessary class link.

Spell Lists  
PostPosted: Tue Jan 06, 2015 4:37 am
Trait Information (AKA The Crimes)

Traits are pieces of one's character that can never truly be overwritten, as they are made from the fabric of their past. In addition to one's Racial traits (Listed in the earlier post), each player MUST select one of the traits listed below, as this will be your characters' driving motivation in this story. You may still customize your characters' background as you like, however, it MUST involve one of the following crimes that you were RIGHTFULLY accused and convicted of in order to proceed. As all characters who begin this campaign will begin stripped to nothing but rags and are awaiting their due justice within the confines of the most secure prison in all of Talingarde.

So... What did you do...?

------------------------------------------------------------------------------------

Arson
You have willfully started a fire that destroyed property.
To be sent to Branderscar, you didn’t start just a minor
little trash fire. Your act of arson threatened a major
town, city, church or castle and likely cost someone their
life. You’ll be punished for your crime by facing the fire
yourself.
Punishment: Death by burning
Benefit: Whenever you score a critical hit with a fire
attack, you receive a +2 fire damage bonus to your
damage roll. This bonus is a trait bonus.

Attempted Murder
You tried to kill someone and botched the job. To be
sent to Branderscar Prison, you did not try to kill just
anyone. You likely assaulted someone of great
importance and prominence.
Punishment: Death by beheading
Benefit: You gain a +2 trait bonus to Intimidate
checks, and Intimidate is always a class
skill for you.

Blasphemy

Either you have defamed the great god Mitra or you have
been found guilty of worshipping one of the forbidden
deities (who preeminent among them is Asmodeus).
Punishment: Death by burning
Benefit: +2 trait bonus to Knowledge (religion) and
Knowledge (religion) is always a class skill for you.

Consorting with the Dark Powers
(Witchcraft)

You have been found guilty of summoning an evil outsider.
Likely you were captured by the famed witch hunter
Sir Balin of Karfeld. The last thing he said to you was,
“May Mitra have mercy upon your wretched, damned
soul.” If only you could get a chance at revenge!
Punishment: Death by burning
Benefit: You receive a +1 trait bonus to Knowledge
(planes) and Knowledge (arcana) checks, and one of
these skills (your choice) is always a class skill for you.

Desecration

You have violated one of the churchs, cathedrals or holy
shrines of the great god Mitra. To be sent to Branderscar
this was no minor act of vandalism. Instead you have
done something flagrant and spectacular to dishonor the
Shining Lord.
Punishment: Death by burning
Benefit: You receive +1 trait bonus on all saving
throws against divine spells.

Desertion

You have deserted from the Talirean military and been
recaptured. To get sent to Branderscar this was not some
minor or routine dereliction of duty. Instead, you abandoned
your post during a time of crisis -- perhaps battle
or while defending the Watch Wall. Regardless of the
exact circumstances, your laziness and cowardness must
have caused loss of life.
Punishment: Death by hanging
Benefit: You receive one bonus skill point per level
that must be spent on the Profession (Soldier) skill.
Profession (Soldier) is always a class skill for you.

Dueling unto Death

You have engaged in a duel to the death and mortally
wounded an opponent. The opponent was honorable
enough to say nothing before he expired. Alas that his
family or companions was nowhere near so honorable.
Dueling was once common in Talingarde before the
House of Darius came to power. The House of Barca all
but encouraged duels of honor. Now, dueling of any sort
is punished severely. Dueling to the death is a sure way
to be sent to Branderscar Prison.
Punishment: Death by beheading
Benefit: You gain a +1 trait bonus to Fortitude saves

Extortion
You have defrauded money from someone by holding
information of their wrongdoing over their heads. To
end up in Branderscar, this was no minor act of merely
threatening to expose someone. Instead you ave attempted
extortion against someone of great prominence
and for exorbitant stakes.
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +2 trait bonus to Intimidate
checks, and Intimidate is always a class skill for you.

Forgery

You have forged documents issued either by the crown
or by the Church of Mitra. Alas, that your forgery while
competent was not entirely undetectable. To be sent to
Branderscar, this was no minor finagling of paperwork.
This forged document could have cost lives, undermined
the reputation of the Church or endangered the security
of the realm.
Punishment: Life at hard labor in the salt mines
Benefit: You gain a +3 trait bonus to Linguistics skill
checks to commit forgery and Linguistics is always a
class skill for you.

Fraud

You tried to bilk someone out of their cash. To end up
in Brandescar Prison, this was no petty con job or penny
ante racket. Instead, you brazenly tried to defraud someone
important of a huge sum of money. And it almost
worked too!
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +2 trait bonus to Bluff checks
and Bluff is always a class kill for you.

Grave Robbery
It is forbidden by sacred law to dishonor a corpse after it
is been sealed in its tomb by a clergy of the Mitran faith.
Some may not honor this ban: necromancers, golem
crafters, self-styled scientists, and alchemists delving into
the forbidden secrets of life and death. These ghouls can
expect no mercy from the Talirean Magistrates. And by
sending you to Branderscar Prison, you have received
none.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to confirm critical
hits

Heresy
You have denied the supremacy of Mitra and been condemned
for it. For this to be a crime, you were not content
to keep your heresy to yourself. You tried to sway
others. Likely you were captured by the famed witch
hunter Sir Balin of Karfeld. The last thing he said to you
was: “Mitra may forgive you yet for your lies. Talingarde
will not.” If only you could get a chance at revenge!
Punishment: Death by burning.
Benefit: You receive a +1 trait bonus on all saving
throws against divine spells.

High Theft

You had a foolproof plan to steal some great treasure.
Alas, the scheme had a fatal flaw and went horribly awry.
To be sent to Branderscar prison, this was no ordinary
robbery attempt. You tried to steal something of great
value or religious significance.
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +1 trait bonus to Reflex saves.

High Treason
You have willfully worked to bring down the current
Monarch of Talingarde -- the beloved King Markadian V
called the Brave of House Darius. To be successfully tried
for High Treason you have done more than merely dislike
the king, you did something tangible to undermine his
rule. Alas, that you failed at your plot and are now headed
to Branderscar Prison. Treason is the only crime that
is still punished by the gruesome ritual of being drawn
and quartered. Your stay at Branderscar will be brief.
Punishment: Death by drawing and quartering
Benefit: You receive a +1 trait bonus to Will saves.

Kidnapping
You have abducted someone perhaps to ransom them
or do unspeakable things to them. Unfortunately, you
were caught and your victim was rescued (if they weren’t
rescued -- you would be guilty of murder instead). To
be sent to Branderscar Prison, you must have abducted
someone of great importance or in a particularly gruesome
manner.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to both Disarm
and Grapple attempts.

Murder
You have killed without just cause and been condemned
for it. To be sent to Branderscar Prison, this was no typical
killing but a particularly savage and unforgiveable act.
You may also have killed someone with powerful friends.
Note: You are not allowed to have killed someone in
the royal family of Talingarde. You may have tried (his
would instead be High Treason -- see above) but ultimately
they are too well protected.
Punishment: Death by beheading
Benefit: You deal 1 additional point of damage when
flanking a foe. This additional damage is a trait bonus.

Piracy
You have been caught in the act of piracy on the high
seas. This is a rare crime these days since Markadian I
called the Victorious burned the last major pirate fleet to
threaten these isles. Still the crime is punished harshly.
Likely you are the sole survivor of your ship.
Punishment: Death by hanging
Benefit: You may select either Bluff or Intimidate.
The selected skill receives a +2 trait bonus and is always
a class skill for you.

Sedition

You have attempted to covertly stir up rebellion against
your rightful sovereign. This differs from high treason
in that you attempted to convince others to make war
against Talingarde instead of taking direct action yourself.
A subtle difference to be sure. But it is the difference
between receiving the swift justice of the axe instead
of the slow suffering upon the rack.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to Bluff checks
and Bluff is always a class skill for you. Further if you
ever take the Leadership feat, you gain a +1 trait bonus
to your Leadership score.

Slave-Taking

Slavery is illegal in Talingarde and a very rare crime. Still,
once in a great while, slavers from the mainland will foolishly
make an incursion into Talirean protected territories.
When they are captured alive they are always made
an example of.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to both Disarm
and Grapple attempts.

Slave Trading

Slavery is legal in other parts of the world and it can be
tempting to the most decadent of Talingarde’s nobility
to acquire a “souvenir” when traveling abroad or to
purchase the object of their desire from a less reputable
merchant. However you ended up trading slaves in Talingarde,
you were caught red handed and now you will
lose more than simply your freedom.
Punishment: Death by beheading
Benefit: You receive one bonus skill point per level
that must be spent on the Appraise skill. The Appraise
skill is always a class skill for you.  

Tonash Drahow

Omnipresent Phantom


Tonash Drahow

Omnipresent Phantom

PostPosted: Tue Jan 06, 2015 4:38 am
Character Sheets and Further Information

So here is where the magic happens.

I recommend that everyone use this link to generate your characters' information and then when you are ready to go, just type the same information into this coded profile Skeleton and send it to me via PM, titled "I'm Completely Wicked".

Keep in mind that this is using a 25 Point Buy system and also uses the Focus and Foible system. Meaning that 1 ability score MUST be 18 and 1 MUST be 8. This guarantees that your primary stat will be secure while your weaker one can be shoved to the side.

This character generator unfortunately does not have a spell-list available so spell casters please refer to your class pages and spell-lists to determine how many spells and which spells you intend to choose. (I will gladly assist if need be).

NOTE: If you have an alternative character generator service available that you would like to use, please feel free to create a PDF and copy paste that to me. As long as you use the 25 point system and select an appropriate Trait, you are fine.
------------------------------------------------------------------------


[b]Gaia UserName:[/b]
[b]Character Name:[/b] (Choose one that is thematically appropriate please)
[b]Race:[/b] (Human, Half-Elf, Elf, Dwarf, Gnome, Halfling, Half-Orc)
[b]Gender:[/b] (Male/Female)
[b]Age:[/b] (Choose an age similar to the average age of your race, listed in the associated page)
[b]Height:[/b] (Choose an height similar to the average age of your race, listed in the associated page)
[b]Weight:[/b] (Choose an weight similar to the average age of your race, listed in the associated page)
[b]Alignment:[/b] (Lawful Neutral, Lawful Evil, True Neutral or Neutral Evil)
[b]Class:[/b] (Choose a class from above, make sure you fit the Alignment restrictions, *NOTE* Anti-Paladins are allowed to be Lawful Evil for the purpose of this campaign.)
[b]Starting Level:[/b] (All characters will begin at level 1 unless I specifically tell you otherwise)

[color=red][b]Ability Scores:[/b](Please use the stat calculator on the link provided. It should add up to being 25. I WILL be double checking.)
STR:
DEX:
CON:
INT:
WIS:
CHA:

Intiative: (This is your Dexterity Modifier, plus any trait or feat bonuses[/color]

[color=olive][b]Skills:[/b] (Please just type in how many ranks you are placing into your skills, you do not have to place the modifiers for each one, as long as you are able to look them up.)
Acrobatics:
Appraise:
Bluff:
Climb:
Craft:
Diplomacy:
Disable Device:
Disguise:
Escape Artist:
Fly:
Handle Animal:
Heal:
Intimidate:
Knowledge (arcana):
Knowledge (dungeoneering):
Knowledge (engineering):
Knowledge (geography):
Knowledge (history):
Knowledge (local):
Knowledge (nature):
Knowledge (nobility):
Knowledge (planes):
Knowledge (religion):
Linguistics:
Perception:
Perform:
Ride:
Sense Motive:
Sleight of Hand:
Spellcraft:
Stealth:
Survival:
Swim:
Use Magic Device:
Profession:[/color]

[b]Feats:[/b] (Please include any selected Feats here. Remember only 1 Feat is granted at first level unless your Class/Race dictates otherwise.)

[b]Deities Worshipped[/b]: (You may choose a god/goddess or multiple, or [b]none[/b] at all. Only divine spell casters such as Clerics, Druids, Rangers or Anti-Paladins must select a Deity. Asmodeus, the Prince of Devils has a great influence and presence in this campaign, I would highly recommend him.)
[b]Domains, Bloodline or Forbidden Schools:[/b] (Cleric, Druid and Wizard only, select two. Sorcerer select Bloodline. Otherwise, write N/A)
[b]Spells:[/b] (Only list what spells you have memorized, i.e. your "Spells for the Day". Please include what Spell Levels they are as well.)
[b]Appearance:[/b] (Give a short detailed description of your character's physical appearance, do not list weapons/armor, or post a picture, or it will be ignored outright.)
[b]Background/Trait:[/b] [color=darkred](LIST YOUR CRIME HERE)[/color] (Who is your character? Where did he/she come from? . Explain why your character has wound up in Prison, sentenced to death or life in exile).[/b]


There is an NPC example of this sheet in the OOC Thread.

The Following Stats will be presented at the top of each post by player characters:
[size=14][b]
Character Name: (Durr)
HP: (Hit Points/Health Points)
AC: (Armor Class)
Status: (Normal unless otherwise afflicted, e.g. Stunned, Sickened etc.)
Current Location: ("With the Group" unless separated)[/b]
[/size]
 
PostPosted: Tue Jan 06, 2015 4:39 am
The Passage of Time/Combat Information

Time in this thread will flow as I see fit for the most part, however the following rules are nearly universal:

1: During combat, each character's turn takes space within 6 seconds.
2: A full turn lasts 1 minute.
3: When resting to full HP, 8 hours passes. Spells are memorized during this time.

Aside from this, I will include how much time has passed in each of my posts.

-------------------------------------------------------

Determining the order for combat:
Each player (And NPCs involved) will roll a D20 dice and add their Initiative bonus to the result, with the highest going first and the lowest last.

How to Determine Physical Attacks and Damage:

Whenever a physical attack is made, the attacker must make an accuracy check, meaning a D20 roll. They will add their applicable attack bonus to this roll, meaning STR for melee weapons and DEX for ranged weapons. (The Weapon Finesse Feat allows players to use their DEX modifier instead of STR for this purpose). This resulting number is then compared against the target's Armor Class (AC). If it is greater, it is considered a hit, and damage is inflicted. Each weapon has its own damage range, refer to the item to determine how much it is. Below are the formulae for calculating this:

Melee Weapons:

Weapon Damage + STR Modifier + Size Modifier = Final Damage

Ranged Weapons:

Weapon Damage + DEX Modifier + Size Modifier - Distance Penalty = Final Damage

Each weapon also has a Critical Range and Modifier. Most usually are 20 or 19-20. If you roll this amount on your initial accuracy roll, it is an automatic hit, you must roll again to determine if your hit is a critical, which can mean double, triple or more damage. The second roll must also exceed the target's AC, however a second natural 20 is a guaranteed critical hit.

----------------------------------------------------------------------------------

Determining Spell Resistance:

Certain spells allow for saves such as Reflex, Will or Fortitude. In order to determine the saving throw a creature must make, you take 10+the level of the spell to determine how high they must roll to avoid being affected.  

Tonash Drahow

Omnipresent Phantom


Tonash Drahow

Omnipresent Phantom

PostPosted: Tue Jan 06, 2015 4:40 am
The Story So Far...


In the kingdom of Talingarde, many crimes may send
you to Branderscar Prison, but the sentence has but one
meaning. You are wicked and irredeemable. Each of you
received the same greeting when you arrived. You were
held down by rough hands and branded upon the arm with
a runic F. The mark signifies ‘forsaken’ and the painful
scar is indelible proof that each of you has betrayed
the great and eternal love of Mitra and his chosen
mortal vassals.
Condemned, you face at best a life of
shackles and servitude in the nearby salt
mines. Others might await the “gentle”
ministrations of the inquisitors so that
co-conspirators may be revealed and
confessions extracted. Perhaps,
some of you will be spared this
ordeal. Perhaps instead you
have come to Branderscar to
face the final judgment. In
three days, the executioner
arrives and the axe falls
or the pyre will be lit.
Through fire or steel, your crimes
will be answered...  
PostPosted: Tue Jan 06, 2015 4:41 am
Noteworthy Persons


User Image

Tiadora
- A strange and beautiful woman who has been sent by a mysterious benefactor to assist the prisoners in their escape by means of magical supplies. She gives off a faintly otherworldly aura that seems to captivate those around her.  

Tonash Drahow

Omnipresent Phantom


Tonash Drahow

Omnipresent Phantom

PostPosted: Tue Jan 06, 2015 4:42 am
FAQ

User Image - Blocked by "Display Image" Settings. Click to show.


I will list several questions that remained unaddressed through the rest of the rules. If there are any others that come up, I will post them here as well.

Q: This looks extremely complicated... I'm not used to such rule-heavy systems... Is this still a good match for me?
A: I would say it is up to you. Pathfinder, D&D and other typically table-top games are fantastic experiences, especially if the module or campaign is well-written and well-maintained. It's worth the effort and it's worth the time if you've got the determination.

Q: Is there some way you could help me with character creation?
A: OF COURSE! I do not mind in the least with walking you through the ten step process of creating your character. I would rather have a dozen well-read individuals asking for assistance than a single person who understands the rules on the first go but refuses to listen.

Q: What rule set are you basing this off of?
A: 4.0 Edition is the rule set that the book is based on, though I am using a mixture of Homebrew rules.

Q: Why no alternate races or classes? Why only Core?
A: As tempting as it is, I just feel that having too many options bogs down an already complicated system. So, my apologies, but I just want to avoid stuff like Gunslingers or Catfolk for this campaign, as interesting or exciting as they may be.

Q: I noticed that there aren't specific Craft, Perform and Profession skills, is there a reason for that?

A: I personally feel that given how few skill points characters get each level, that they should be able to spend it on multiple types of skills as opposed to different versions of the same one.

Q: I don't get the Point-Buy System... Can you explain it to me?

A: Point-Buy is a system that's used in tabletop games. I honestly don't get it entirely myself; but I find it grants better stats on average than the simple "Roll 4D6 and subtract the lowest" stat system. There is a link to a point-buy calculator in the Statistic section of this thread that takes you to a page that shows you how many points you have put in and on the right hand side it shows what your totals are after it adds in your racial bonuses (change what race you have selected from the drop down menu just above the stats.). The only exception is the Human/Half-Elf bonuses, as they are added afterward by the player (+2 to one selected stat)

Basically, the higher the stat goes (and the higher your stat modifier becomes) the more points it costs to raise it further.

Example of 25 points using the Focus and Foible method:

(Focus)STR: 18
DEX: 14
CON: 15+2 From Human Racial bonus
(Foible)INT: 8
WIS: 8
CHA: 10

Q: You say that we have a limited amount of skill points- but not how many, exactly. Why is that?
A: Skill points are dependent on the class you choose. Each class has a different amount and it is also affected by your Intelligence modifier. So, for instance, a rogue with an Intelligence score of 14 gains 8 skill points per level and 2 bonus skill points due to their Intelligence modifier. Please refer to the individual class page on SRD20 to determine your Skills per level.

Q: What if I want to play ?
A: Sorry. The only ones I am allowing for this campaign are the four listed in the Alignment section. The only possible exception would be Chaotic Evil, but that would have to be allowed if the character in question is bound by magic or otherwise to the service of another player or character.

Q: You don't mention experience in any of this, but you talk about leveling up; how will that be handled?
A: There are "Story Checkpoints" in this adventure path. As the party arrives at each of these checkpoints, I will allow all present characters to level up. This does not mean that finding alternate solutions to problems will not grant bonuses either.

Q: You mentioned non-combat experience?
A: Correction: Non-combat rewards. As stated above, there are no experience awards, HOWEVER, there will be bonus items, gold or even better, story opportunities to present themselves if alternative actions are discovered and executed successfully.

Q: How will Equipment and Inventory be managed?
A: TWO BIG THINGS: I will not be tracking *normal* ammunition (Arrows etc.), and I will not be tracking Weight Limits (Item weight). The only exception to this is if I see someone with 8 STR trying to haul several sets of armor and weapons. Now, as far as Inventory and such, after the profiles have been accepted, they will be posted in the OOC thread. Each player then will be asked to post once in the OOC Thread and Edit that post as new items arrive. Check the OOC Thread for further details.

Q: The RP looks like it's already begun... Can I still join?
A: Yes, you may. You will work with me to figure out an appropriate insertion point for your character and you will begin at 1-2 levels below the average party level. If you are performing exceptionally well, I will allow you to catch up in level with them.

Q: What happens if my character dies? Am I kicked from the roleplay?
A: Death in RPG's can happen unfortunately, and if there are people waiting to get in (unlikely), then we may have to shift some things around. Short answer: The character is dead and gone if no resurrection is available but the player may or may not be.  
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