Flickergame 2015

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(House Rules)
 
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You are lucky enough to live in such a citadel. Whether you were born there or recruited from the outside world thanks to your talents, you are registered adventurers in the Citadel of Stankirk. Outside its white stone walls a recent civil war has ravaged the land, as warlords usurped one another and were cast down in turn for five long years. Now, a fragile peace has finally been brokered, and Stankirk is once again sending out agents into the world to bring back ancient artifacts and secrets from the mythical time before the war.
You are lucky enough to live in such a citadel. Whether you were born there or recruited from the outside world thanks to your talents, you are registered adventurers in the Citadel of Stankirk. Outside its white stone walls a recent civil war has ravaged the land, as warlords usurped one another and were cast down in turn for five long years. Now, a fragile peace has finally been brokered, and Stankirk is once again sending out agents into the world to bring back ancient artifacts and secrets from the mythical time before the war.
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=Interested Players=
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* '''NekomataRaiko:''' Warforged dragonborn totemist nonsense
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* '''Forrest:''' Cyre Scout that shits knives and then the knives make you scared
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* '''Taveena:''' The angriest theurge
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=Game Rules=
==Character Creation Rules==
==Character Creation Rules==
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* Vow of Nonviolence only affects the character with the feat; if anyone else breaks its terms, that character suffers the -1 penalty.
* Vow of Nonviolence only affects the character with the feat; if anyone else breaks its terms, that character suffers the -1 penalty.
* Most of the time, there's no reason for "can only take at level 1" feats to have this restriction. Ask me and I'll probably remove it.
* Most of the time, there's no reason for "can only take at level 1" feats to have this restriction. Ask me and I'll probably remove it.
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* Favored Enemy uses the new creature types or subtypes specified below (Beast, Humanoid, Outsider, Automaton, and their subtypes).
* Combined skills (if any subskill is a class skill, the combined skill is as well; synergy from a subskill cannot affect any other skill in the combined skill; bonuses specific to one subskill do not apply to all uses of the combined skill):
* Combined skills (if any subskill is a class skill, the combined skill is as well; synergy from a subskill cannot affect any other skill in the combined skill; bonuses specific to one subskill do not apply to all uses of the combined skill):
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** Athletics (Str) - Jump, Climb, Swim
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** Acrobatics (Dex) - Balance, Tumble, Escape Artist, Ride
** Stealth (Dex) - Hide, Move Silently
** Stealth (Dex) - Hide, Move Silently
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** Survival (Wis) - Survival, Use Rope, Heal, Handle Animal
** Legerdemain (Dex) - Sleight of Hand, Open Lock, Disable Device
** Legerdemain (Dex) - Sleight of Hand, Open Lock, Disable Device
** Awareness (Wis) - Spot, Listen, Search
** Awareness (Wis) - Spot, Listen, Search
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** Concentration (Con) - Concentration, Autohypnosis
** Linguistics (Int) - Speak Language, Forgery, Decipher Script
** Linguistics (Int) - Speak Language, Forgery, Decipher Script
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** Deceive Device (Cha) - Use Magic Device, Use Psionic Device
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** Use Magic Device (Cha) - Use Magic Device, Use Psionic Device
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** Knowledge (Magic) (Int) - Spellcraft, Knowledge (Arcana)
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** Knowledge (Crystals) (Int) - Psicraft, Knowledge (Psionics)
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** Knowledge (Cosmology) (Int) - Knowledge (Religion), Knowledge (Planes)
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** Knowledge (Society) (Int) - Knowledge (Nobility and Royalty), Knowledge (History), Knowledge (Architecture and Engineering), Knowledge (Local), Craft, Profession
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** Knowledge (Wilderness) (Int) - Knowledge (Geography), Knowledge (Nature), Knowledge (Dungeoneering)
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** Investigation (Wis) - Gather Information, Sense Motive, Appraise
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** Public Relations (Cha) - Diplomacy, Intimidate, Perform
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** Deception (Cha) - Bluff, Disguise
* Average HP per hit die, rounded up:
* Average HP per hit die, rounded up:
** d4 = 3
** d4 = 3
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** d10 = 6
** d10 = 6
** d12 = 7
** d12 = 7
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* Creature types are consolidated, with superfluous types being cast off into subtypes. There are four types: Beast, Humanoid, Outsider, and Automaton. Their subtypes are usually applied to the master type, but can be switched around - for instance, a pixie is a humanoid (fey) and a hoary steed is a beast (fey). Any ability that requires a character to choose from creature types (such as Favored Enemy) uses the new creature types. Abilities that don't let you choose (such as Wild Shape or Smite Dragons) use subtypes.
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** Beast: This category represents all animal-like creatures. Beasts include magical beasts, animals, vermin, and dragons.
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*** Magical: Creatures with this subtype are supernatural in some respect, whether an unusual intelligence or inherent magical powers. Applicable to other creature types and replaces Augmented.
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*** Animal: Animals have 1 or 2 Intelligence and can be handled with Handle Animal.
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*** Dragon: Dragons are either true dragons or creatures similar to them. Applicable to other creature types to indicate a draconic relation (humanoid = kobolds, outsider = Bahamut or planar dragons).
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*** Vermin: Mindless. Applicable to some Outsider creatures.
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** Humanoid: Anything shaped like a human that has a humanoid biology falls under here. Giants, humanoids, and monstrous humanoids fall in this category, but none of them are real subtypes.
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** Outsider: Elementals, outsiders, aberrations, and fey can be categorized as outsiders - otherworldly beings that don't quite belong on the Material Plane. Outsiders are subject to the "difficult to raise" malarkey.
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*** Elemental: Creatures connected to a particular element. Can also be any other creature type - Fire and Cold creatures are Elemental, for instance.
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*** Outsider: Creatures connected to the Planes. Applicable to any other creature type.
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*** Aberration: Creatures that are twisted or not otherwise meant to be. Applicable to other creature types (an Elan is a Humanoid (Aberration)).
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*** Fey: Nature-like creatures that are partly of the Feywild. Royal fey are Outsiders, but Material fey may be humanoids or beasts.
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** Automaton: Creatures that should not be, and yet are, automata are animated by a force external to their bodies, and tend to be non-intelligent but difficult to damage. Oozes, constructs, and undead fall under automata. Automata are destroyed at 0 HP, have your standard immunities, can't be raised.
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*** Ooze: All the Ooze traits.
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*** Constructs: Bonus HP based on size, no CON score.
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*** Undead: Can be turned/rebuked, no CON score.
==Action Points==
==Action Points==
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===List of Spellcaster Classes===
===List of Spellcaster Classes===
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The following list is intended to help you navigate these normally shitty classes to find one that fits your character concept. All of them have the same speed of casting progression, but there are a few classes that don't stop at 4th level spells. If you want to progress one of these classes beyond 10th level, something like Dragon Disciple or Wonderworker that grants extra spells known or spells per day.
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The following list is intended to help you navigate these normally shitty classes to find one that fits your character concept. All of them have the same speed of casting progression, but there are a few classes that don't stop at 4th level spells. If you want to progress one of these classes beyond 10th level, use something like Dragon Disciple or Wonderworker that grants extra spells known or spells per day.
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When describing the casting of these classes, a mention of another class (Wizard, Sorc, Cleric) indicates that the class casts those kinds of spells (arcane prepared, arcane spontaneous, divine prepared) and uses that casting stat, unless otherwise specified (for example, Assassins have INT-based Sorc casting, meaning that they spontaneously cast from spells known but use INT for DCs and so forth).
===Arcane===
===Arcane===
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* ''Shade Hunter:'' Int-based Sorc casting. Short list of nature-themed spells & anti-magic spells.
* ''Shade Hunter:'' Int-based Sorc casting. Short list of nature-themed spells & anti-magic spells.
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** Co-requisites: Climb, Linguistics, Disable Device, Jump, Dungeoneering, History, Search, Survival, Deceive Device 4 ranks, may take Trapfinding instead of getting feat for 1st HD
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** Co-requisites: Climb, Linguistics, Disable Device, Jump, Wilderness, Society, Search, Survival, Deceive Device 4 ranks, may take Trapfinding instead of getting feat for 1st HD
* ''Thayan Slaver:'' Wizard casting, short BFC list
* ''Thayan Slaver:'' Wizard casting, short BFC list
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* ''Vigilante:'' Bard casting from abjuration, divination, illusion, necromancy, and transmutation. 0th level bard spells are 1st level Vigilante spells.
* ''Vigilante:'' Bard casting from abjuration, divination, illusion, necromancy, and transmutation. 0th level bard spells are 1st level Vigilante spells.
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**Co-requisites: Gather Info, Intimidate, Local, Search, Sense Motive 4 ranks, Alertness
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**Co-requisites: Gather Info, Intimidate, Society, Search, Sense Motive 4 ranks, Alertness
====Spellswords====
====Spellswords====
* ''Unseelie Dark Hunter:'' WIS-based Sorc casting, short list of travel and nature spells
* ''Unseelie Dark Hunter:'' WIS-based Sorc casting, short list of travel and nature spells
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** Co-requisites: Stealth, Ride, Survival, Nature 4 ranks
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** Co-requisites: Stealth, Ride, Survival, Wilderness 4 ranks
* ''Suel Arcanamach:'' Sorc casting off the full list (abj, div, ill, trans only). Correct spell progression as follows: Delay spell progression of 2nd+ level spells by 1 level.
* ''Suel Arcanamach:'' Sorc casting off the full list (abj, div, ill, trans only). Correct spell progression as follows: Delay spell progression of 2nd+ level spells by 1 level.
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** Co-requisites: Concentration, Jump, Spellcraft, Tumble 4 ranks. Must have studied with instructor with the Grimoire Arcanamacha.
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** Co-requisites: Concentration, Jump, Magic, Tumble 4 ranks. Must have studied with instructor with the Grimoire Arcanamacha.
* ''Knight of the Weave:'' Sorc casting, gish-themed spells. Correct spell progression as follows: 4th level spells gained at level 7, 5th level spells gained at level 9, no 6th level spells.
* ''Knight of the Weave:'' Sorc casting, gish-themed spells. Correct spell progression as follows: 4th level spells gained at level 7, 5th level spells gained at level 9, no 6th level spells.
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** Co-requisites: Arcana, History, Spellcraft 4 ranks
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** Co-requisites: Society, Magic 4 ranks
====Lore Keepers====
====Lore Keepers====
* ''Court Herald:'' CHA-based Beguiler casting, traditional wizard-like spells.
* ''Court Herald:'' CHA-based Beguiler casting, traditional wizard-like spells.
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** Co-requisites: Bluff, Diplomacy, Gather Information, History, Nobility and Royalty 4 ranks, speak 3+ languages, Skill Focus.
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** Co-requisites: Bluff, Diplomacy, Gather Information, Society 4 ranks, speak 3+ languages, Skill Focus.
===Divine===
===Divine===
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====Anointed Soldiers====
====Anointed Soldiers====
* ''Soldier of Light:'' Cleric casting. Paladin-like spells.
* ''Soldier of Light:'' Cleric casting. Paladin-like spells.
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** Co-requisites: Religion 4 ranks
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** Co-requisites: Cosmology 4 ranks
* ''Champion of Gwynharwyf:'' Cleric casting. paladin-like spells.
* ''Champion of Gwynharwyf:'' Cleric casting. paladin-like spells.
** Co-requisites: Intimidate 4 ranks, Righteous Wrath
** Co-requisites: Intimidate 4 ranks, Righteous Wrath
* ''Blackguard:'' Cleric casting. Evil paladin-like spells.
* ''Blackguard:'' Cleric casting. Evil paladin-like spells.
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** Co-requisites: Religion 4 ranks, Power Attack
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** Co-requisites: Cosmology 4 ranks, Power Attack
* ''Disciple of Thrym:'' Cleric casting. Evil paladin-like and cold spells.
* ''Disciple of Thrym:'' Cleric casting. Evil paladin-like and cold spells.
** Co-requisites: Intimidate and Survival 4 ranks, Weapon Focus
** Co-requisites: Intimidate and Survival 4 ranks, Weapon Focus
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** Co-requisites: Diplomacy and Sense Motive 4 ranks, Iron Will
** Co-requisites: Diplomacy and Sense Motive 4 ranks, Iron Will
* ''Knight of the Chalice:'' Cleric casting, anti-evil spells.
* ''Knight of the Chalice:'' Cleric casting, anti-evil spells.
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** Co-requisites: Planes and Religion 4 ranks
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** Co-requisites: Cosmology 4 ranks
* ''Pious Templar:'' Cleric casting, uses paladin or blackguard list based on alignment
* ''Pious Templar:'' Cleric casting, uses paladin or blackguard list based on alignment
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** Co-requisites: Religion 4 ranks, Weapon Focus
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** Co-requisites: Cosmology 4 ranks, Weapon Focus
* ''Vassal of Bahamut:'' Cleric casting, paladin-like list.
* ''Vassal of Bahamut:'' Cleric casting, paladin-like list.
** Co-requisites: Armorsmithing 4 ranks, Diplomacy 4 ranks, Sacred Vow
** Co-requisites: Armorsmithing 4 ranks, Diplomacy 4 ranks, Sacred Vow
* ''Windrider:'' Cleric casting, small druid-like list
* ''Windrider:'' Cleric casting, small druid-like list
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** Co-requisites: Handle Animal, Nature, and Ride 4 ranks, Mounted Combat
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** Co-requisites: Handle Animal, Wilderness, and Ride 4 ranks, Mounted Combat
====Divine Agents====
====Divine Agents====
* ''Temple Raider of Olidammara:'' Cleric casting, sneaky spells.
* ''Temple Raider of Olidammara:'' Cleric casting, sneaky spells.
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** Co-requisites: Legerdemain, Religion, Search 4 ranks
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** Co-requisites: Legerdemain, Cosmology, Search 4 ranks
* ''Consecrated Harrier:'' Cleric casting. Full Ranger list.
* ''Consecrated Harrier:'' Cleric casting. Full Ranger list.
** Co-requisites: Disguise and Gather Info 4 ranks, Track
** Co-requisites: Disguise and Gather Info 4 ranks, Track
* ''Justice of Weald and Woe:'' Cleric casting, unique list of arrow spells
* ''Justice of Weald and Woe:'' Cleric casting, unique list of arrow spells
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** Co-requisites: Bowmaking, Stealth, Nature, Survival 4 ranks, Point Blank Shot
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** Co-requisites: Bowmaking, Stealth, Wilderness, Survival 4 ranks, Point Blank Shot
* ''Justiciar of Taiia:'' Cleric casting, generic list
* ''Justiciar of Taiia:'' Cleric casting, generic list
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** Co-requisites: Religion 6
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** Co-requisites: Cosmology 4 ranks
* ''Scaled Horror:'' Cleric casting, full ranger list.
* ''Scaled Horror:'' Cleric casting, full ranger list.
** Co-requisites: Stealth, Swim 4 ranks, Aquatic or Reptilian stubtype
** Co-requisites: Stealth, Swim 4 ranks, Aquatic or Reptilian stubtype
* ''Slayer of Domiel:'' Cleric casting, infiltration-related spells.
* ''Slayer of Domiel:'' Cleric casting, infiltration-related spells.
** Co-requisites: Stealth 4 ranks, Weapon Focus
** Co-requisites: Stealth 4 ranks, Weapon Focus
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* ''Stalker of Kharash:'' Cleric casting, ranger spell list. Correct spell progression as follows: Use Slayer of Domiel spell progression, use full class level as CL. If you already have access to the full ranger list (such as from Scaled Horror or Prestige Ranger) you may progress that casting instead.
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** Co-requisites: Stealth 4 ranks, Track
====Devoted Priests====
====Devoted Priests====
* ''Emissary of Barachiel:'' Divine bard casting. Bard-like spells.
* ''Emissary of Barachiel:'' Divine bard casting. Bard-like spells.
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** Co-requisites: Diplomacy and Planes 4 ranks, Words of Creation
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** Co-requisites: Diplomacy and Cosmology 4 ranks, Words of Creation
* ''Death Delver:'' Cleric casting. Fear and undead spells. Correct spell progression as follows: Add Raise Dead as 4th level spell.
* ''Death Delver:'' Cleric casting. Fear and undead spells. Correct spell progression as follows: Add Raise Dead as 4th level spell.
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** Co-requisites: Concentration, Heal, Religion 4 ranks, write near-death experience into backstory
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** Co-requisites: Concentration, Heal, Cosmology 4 ranks, write near-death experience into backstory
* ''Vadalis Beastkeeper:'' Cleric casting. Druid-like spells. Correct spell progression as follows: 4th level spells gained at level 7.
* ''Vadalis Beastkeeper:'' Cleric casting. Druid-like spells. Correct spell progression as follows: 4th level spells gained at level 7.
** Co-requisites: Handle Animal, Arcana, Nature, Ride 4 ranks, Mounted Combat
** Co-requisites: Handle Animal, Arcana, Nature, Ride 4 ranks, Mounted Combat
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===Other===
===Other===
* ''Shadowsmith:'' Mysteries like a shadowcaster. Correct spell progression as follows: gains mysteries at the rate of shadowcaster. Casts mysteries 1/encounter rather than 1/day.
* ''Shadowsmith:'' Mysteries like a shadowcaster. Correct spell progression as follows: gains mysteries at the rate of shadowcaster. Casts mysteries 1/encounter rather than 1/day.
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** Co-requisites: Craft, Arcana, Planes 4 ranks
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** Co-requisites: Craft, Cosmology, Magic 4 ranks
* ''Cyre Scout:'' Infusions like an artificer.
* ''Cyre Scout:'' Infusions like an artificer.
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** Co-requisites: Arcana, Survival 4 ranks, Least Dragonmark (Mark of Making)
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** Co-requisites: Magic, Survival 4 ranks, Least Dragonmark (Mark of Making)
==Barely-feats==
==Barely-feats==

Current revision as of 19:51, 6 March 2016

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