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Main » Articles » Pathfinder » Darkmoon Vale

Darkmoon Vale: House Rules, Character Creation, and Leveling Up

HOUSE RULES: 

Fumble: Whenever an attacker rolls a natural 1 on the die, the attack misses and there is the threat of a fumble. The attacker must immediately make a confirmation roll, using their full base attack bonus (and accompanying modifiers). If the attack roll would miss the target, the attacker fumbles. The attacker will then roll a d10 which will determine the result of the fumble. An attacker can only fumble once per combat.

Death: When a character dies they roll for a chance of Divine Intervention from their Deity. A d100 will be rolled and if the result is 95 or above the character comes back to life with 0 HP. If they fail a cleric or paladin in the party can also attempt the same roll. There may be additional effects from coming back from the dead for the character as determined by the GM.

 

CHARACTER CREATION / LEVEL UP:
When leveling up, your updated character sheet is due by the Wednesday before the game at the latest

Source Books Allowed: Core Rulebook (use of other sources by GM approval only)

Point Buy: 15 (no stats below 8 after racial modifiers)

Starting Wealth: Average

Hit Points: You will always receive maximum HP when you go up a level. (No need to roll)

XP: There is no XP.  You will level up at GM discretion and when the story compels.

Alignment:  Alignment isn't hard and fast.  There will be no alignment restrictions for class or prestige class.  Instead other restrictions may apply.  In the case of a Paladin, a strict written code in line with the characters chosen deity and subject to GM approval.  Also, Detect Alignment will detect good or evil intentions towards you instead.

Ammunition: You do not need to keep up with the number of arrows/bolts/bullets/darts you’ve used. I assume you’ll recover what you can after each battle and reuse them. You will need to purchase a package of ammunition to start with.

Equipment: The minimum amount of equipment you will need to purchase is: armor, weapon(s) (and ammunition if needed), a waterskin, and backpack. Also recommended are rope, flint and steel, and a torch. Remember to update your character sheet with any new equipment and indicate size if it is a size category other than your character. If it’s not on your character sheet posted on the website, you don’t have it.

Rations: You don’t need to purchase or keep track of rations. I’ll assume you have them and will resupply yourselves as you go along.

Followers: Ability Scores - 10 Point Buy (no stats below 8); Gear - Average Starting Wealth for the class

 

OTHER SOURCES ALLOWED:

Race

  Advanced Race Guide:  Orc  -  Goblin  -  Kobold (strength -2 instead of -4)

  Custom:  Half-dwarves  (see pathfinder forum for details)

Class Features

  Advanced Players Guide:  Ranger - Combat Style: Two-Handed Weapon 

Equipment

  Ultimate Equipment:  Dogslicer  -  Dog, hunting  -  Dwarven Urgrosh 

Spells

  Advanced Player's Guide: All spells allowed

  Advanced Class Guide:  Glue Seal 

Category: Darkmoon Vale | Added by: Michelle (18 Sep 2018)
Views: 14
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