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16:40, 15th May 2024 (GMT+0)

Character Creation/House Rules.

Posted by Dungeon MasterFor group public
Dungeon Master
GM, 1 post
Fri 18 Aug 2023
at 14:00
  • msg #1

Character Creation/House Rules

Unless otherwise decided, character creation and advancement rules will be as follow:

Sources: Third-Party material will be considered on a case-by-case basis, but anything reliant on tangent systems, such a Path of War, will not be allowed.

Rise of the Runelords Player's Guide with available Campaign Traits can be found here: http://thebiggame.wdfiles.com/...Player's%20Guide.pdf

Current Level: 4
Starting Stats: 20-Point Buy, Min 7 and Max 18 before adjustments
Hit Points: Max 1st level, Average rounded up afterwards (d12 = 7, d10 = 6, d8 = 5, d6 = 4)
Feats: Gain 1 feat per level instead of every odd level.

Equipment/Gear: 6,000 GP to spend on big-ticket items like weapons, armor, and alchemical items. No more than 3,000 GP on any item.
It will be assumed you all have backpacks, torches, rations, clothes, etc. and someone among you has a crowbar, mess kit, rope, etc.

Advancement: Fast. Starting XP: 6,000 https://www.d20pfsrd.com/Class...ncing_your_character

Background Skills: https://www.d20pfsrd.com/skills/background-skills/

Traits: 2 Traits in addition to your Campaign Trait, Maximum of one additional Trait with a Drawback.

Alignment: Evil and Paladins aren't an automatic 'no,' but all characters need to be able to work together and be motivated to save the world. Chaotic within reason--must be able to function in a society.

Character Conflict: Is acceptable so long as it doesn't become player conflict. If you would like your character to cheat or betray the other characters, clear it with me and/or the affected players beforehand.
This message was last edited by the GM at 02:48, Fri 12 Apr.
Dungeon Master
GM, 2 posts
Fri 18 Aug 2023
at 14:03
  • msg #2

Combat, Dungeon Delving, and Rolls

Doomsday Dawn is heavy on combat. I will not be pulling any punches and character death is likely. On the other hand, to overcome some of the repetitive and monotonous die-rolling that comes with dungeon delving in Play-by-Post there are some things I will do which work to your advantage.

Initiative: I will roll initiatives. Pausing for everyone to make a single die roll often needlessly delays the game by a day or more. If there are a number of enemies their initiatives will be averaged and they will act together. All PCs who act before the next enemies can post in any order and their actions will resolve in that order unless otherwise stated(The fighter posts first, but says he will charge in after the mage acts--not wanting to get singed by a possible fireball.)

Automatic Reactive Rolls: I will assume, when you are not in combat or fleeing, that you are always on the lookout for traps or hidden things. I will both Take 10 AND roll for every character and include a private line to anyone who succeeds. You may additionally take 20, but doing so on an area requires being present in that area and risks tripping proximity triggers. I will do the same for automatic and reactive uses of skills such as Appraise, Sense Motive, Knowledge, Linguistics, Profession, and Spellcraft. Unfortunately if I have already rolled a non-repeatable skill check for you, further checks will not be considered(but go ahead and roll in case I may have overlooked something.)
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