Just need a name to get you started. Afterwards, there's things to consider.
Most important rule of all: Ask questions. I am happy to try to explain anything you wish to know. If it's something you shouldn't know, I will tell you.
I'm trying my hand at Roll20 for Combat maps, but, given it's issues, I will post the maps in the game thread and update it according to the PC's posts.
Since I now am running three games, I'm going to try to set a schedule. I will look to update this game on Wednesdays and Saturdays with a reminder post the day before. If I miss a day due to work or something else, the make up day will be Sunday. Please get your posts up before the deadline. I live in the EST zone and usually post between 0400 and 0600.
Zero: The GM's word is law, though I am a flawed human being and I make mistakes. I am not afraid to be wrong nor corrected if I do make a mistake. I like to side on the rule of cool, but within the framework that has been given. I do allow a fair amount of player agency, so, if you have a crazy idea, you're free to try it. If you have an NPC you want to have a history with, tell me. So long as it doesn't clash with something else I have going on, I'm generally open to it. Your backstory will be used
against you to tie certain things together and am not a fan of murdering/endangering a player's family that some DMs love to do. Unless you the character put them there of course.
First: Swifts and Reactions are the same thing in my game, and you only get one or the other per turn unless you have an ability or feat that states otherwise. For example Combat Reflexes will give you extra AoOs normally, but instead it will give you extra reactions AND swift actions. Otherwise, if you cast a spell that's a swift action, you can't do any reactions until the start of your next turn. You are able to stand as a swift action? Well you can't do AoO's till your turn comes around again. This is to hopefully make battles more dynamic without removing AoO's entirely.
Second: Posting rate. You must post at least once every
72 hours, if you can't keep up with this for some real life reason, just let me know. I can remove them from the main combat for a bit until you are more available. If you don't tell me, I'll assume they are doing nothing and will still be targets for the enemies. If everyone posts within that time, I will advance the story sooner.
Third: Be respectful and let's keep the politics and religion down. I don't mind a healthy debate, but understand that this is a text medium and thus emotions are very difficult to express. Don't just assume that someone is attacking you for your beliefs.
Fourth: Everything that is on Archives of Nethysis (
https://aonprd.com/Default.aspx) is okay to play.
Fifth: There is no difference in Humanoids when it comes to effects. So a ranger's favored enemy is just Humanoid rather than all the various kinds.
Sixth: If you stand from prone, you don't necessarily provoke an AoO. You may make an Acrobatics check to avoid it as if you were moving to through a threatened square. My reasoning is that being prone makes you extremely vulnerable and thus you should have at least a chance to avoid getting hit. There are abilities out there that will allow you to do it as a free action that automatically doesn't provoke which still makes those great options for those that can take it.
Seventh: I run surprise just a little different. Instead of a surprise round, those that are surprised roll initiative, then everyone not surprised adds their initiative modifier to the highest roll.
Eighth: Healing outside of combat is always maximized. I justify this as you're taking the time to say the words just right or getting every drop out of that potion.
Ninth: When it comes to needing to roll a 50 or a 20 percentile, you may chose these options stated as you roll in the Reason For Roll section of the die roller.
For 50% - Top half (51-100), Bottom half (01-50), Evens, or Odds.
For 20% - First 20 (1-20), Second 20 (21-40), Third 20 (41-60), Fourth 20 (61-80), Last 20 (81-100), or All 5s (any multiple of 5)
For example: You have a 20% chance to miss because a character has blur on them. When you roll, you type into the "Reason for the roll" section "Second 20 (21-40)" and then roll your percentile.
Tenth: Psionics are allowed and function as if they are just another form of magic. Information can be found here:
https://www.d20pfsrd.com/alter.../psionics-unleashed/
Eleventh: Combat is run by myself rolling initiative for the creatures as a group, then each PC rolls their initiative. If your roll beats mine, you act before the creatures do and may post your action. If you don't, then you only need to post your initiative and combat will begin. I run the actions as a first post, first action in order. So even though you might have rolled better than everyone else, if you post your actions last, you actions happen last before the creatures act. This just makes life easy for me so that I don't have to keep going back to the start of combat to find your initiative and in making sure I don't miss anyone. Special Note: If you have been knocked unconscious and dying, you still need to roll to stabilize even if someone heals you that same turn. If you fail, you go down this one point as you are healed. If that last drop in hp would have killed you, you are saved just as you reached death's door. If, for some reason, the crew has to be in combat, I will use the mob/troop rules for them for simplicity's sake.
Eleventh: When taking the aid action, I always take whomever's roll is the best and then the other assists. In the real world, the lead could make a mistake and someone jumps in to stop or correct them. It's always considered a team effort.
Twelfth: While it's not required, I strongly suggest you have a backup character. They will level up as you level up and may have the starting gold of their equivalent level per the rules. You may also "trade" items to your alternate that you find, but only during downtime. I would hand wave this as your current character "sells" it and your alternate picks it up without any real money changing hands.
Thirteenth: Rather than have a new skill called Pilot, I will instead use Fly in its place. If you're a spellcaster, you may put points in this skill. This is a change to the normal rules which only allow those with a constant ability to fly to put points in it.
Fourteenth: I will be using the Plunder rules found in the Skull and Shackles adventure path with 1 plunder point needing to be used for pay per month and 1 plunder point for ship upkeep and restocking when arriving at a port. The first cannot be avoided while the second can be if the last port of call was within a month of the current one in game time. Unlike plunder points in the AP mentioned, they can't be turned into gold, but can be used to increase the ship's fame or infamy. It is up to the PCs whether they wish to be a force for good or evil in the universe. See the General Information thread for current levels.
Fifteenth: Some may have noticed, but I have removed Climb and Jump as skills and have instead combined them into one skill: Athletics (Str) which can be used untrained. If your class skills included Jump or Climb, then Athletics is a class skill for you.
Sixteenth: For those that are multiclassed, use the Fractional Bonus rule found here:
https://www.d20pfsrd.com/gamem...tional-base-bonuses/
Seventeenth: Armor, in the real world, was made to be comfortable to the wearer. Every suit was custom made to fit the wearer and I have a friend that has armor and he's able to sleep in it quiet comfortably. Thus, if your armor is at least of Masterwork quality, you can sleep in your armor.
This message was last edited by the GM at 10:37, Sun 12 May.