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LFP 2-5p Per Party Homebrew/Pathfinder 6p.m. CST Saturdays

1448752158

Edited 1448772491
Hey guys! I've been around here a time or two though haven't really stuck yet, anyways on to business. This is a homebrew that will use Pathfinder mechanics and systems, but has my own twist on how characters are created and progressed. This is a new attempt for me and would like any and all feedback. First off, world intro: You live in a world of magic, it's everywhere, yet only for an instant. Magic flows into the world from below the surface, it is the life essence of the Earth. In some places the flow is continuous and in others there's nothing. Magic doesn't just sit around though, it's quickly absorbed by living things, for better or for worse. In steady low volume flows, the magic helps creatures thrive, forests grow, an oasis appears in a dessert, and villages that are made near them become large towns. Yet it's not always so, magic which is pure life energy can do strange things... On mature creatures it can cause them to change, become grotesque, forming the monsters we've come to know. But on the young. On the young their body is so fluid in its organization that the magic gets incorporated into their very being. They grow to become heroes, or worse... Who you are: You are a daring adventurer, one of every thousand are born with the power of magic and you seem to have gotten lucky. (Or not, depending on your view) The local Guild has open applications to some of its simple requests, and you are looking to take your first full step into the magical world around you. There's a caravan that needs a guard, seems simple enough. Are you prepared? Character Creation The only available race is currently human, just to keep things simple. I'll break down CC here for you in steps. First Things First, Who Are You?: This will be more of a narrative based progression system though the combat should be more skill and strategy based, but it will be all tied back to your Identity as a character. Start with your name for now, but keep this in mind as you read. Second, Class: How will your character choose to face this world? Will you hone your sword skills, or command magic with every note of your trusty Lyre? Your class is how you identify your character and you will build it yourself as you go. What type of armor will you wear, which weapons will you use, what will your magic mean to you? Think on it, draw on established classes for inspiration, but keep reading. Third, What Are You Capable Of?: We will be using the Pathfinder Ability Score system, with our own twist. You will decide this with a simple five point purchase using 0ne-for-One exchange, I understand this seems low but keep reading and you'll see why. Fourth, Life Points: Life Points are bonus ability scores based on previous experience. There is a minimum of one and a max of ten, and you are unable to raise your score above 16 using this method. For each Life Point you must justify it with a backstory explanation. (And a good one too if your using a lot) These Life Points represent long meaningful ordeals in your life that have helped you. (Or hurt, if you want to be like that...) Please be aware that life points can be earned as you campaign (Main way of progression instead of levels) to acknowledge the fact you get stronger as you gain life experiences. (Also meaning if you have a young character they will probably start with fewer Life Points) Fifth, Magic Proficiency Level: In this world Magic is a part of you, like an extra muscle that you can flex. As with muscles to get stronger you must use your magical ability actively to get better at it. The early Magic Proficiency Levels can be described as follows. 0 You have yet to tap into your magical ability or are completely without, you are unable to harness magic in any way on your own. 1 Magic is a part of you, just like your hands it follows your will but you are unskilled and tire your power quickly. 2 You are able to command your power, using it more freely when able to concentrate, but your power still exhausts quickly if reckless. 3 You can do simple tasks with ease, and if you really commit your powers can be awe inspiring, with proper pacing you last all day. Sixth, Combat Proficiency Level: This is your ability to survive an actual combat experience, it will determine your Hit Dice and your Base Attack Bonus with your chosen attack method. 0 You have never been caught in a battle, besides a few bullies, you will die quickly if not prepared. 1 You are a fighter, but not a warrior, a brawl is your comfort zone rather than the heat of battle. 2 You are no stranger to battle, if challenged you will face it head on. 3 Danger is something you seek, or it finds you, and you are ready. Seventh, Spells and Skills. What are you going to do with all that power? This is a list you will build as you play, the more your character learns about themselves and the world the more powerful they will become. Consider who your character is, what they have at their disposal, and how they would use it in any given situation. Draw upon established classes for inspiration but feel free to create your own. (We’ll go over the technical details) Depending on their complexity they will drain your magic (which here forward will call mana) stores. Be warned, using skills past your mana limit can be lethal. Between every session you can update your skill list with new tricks you have learned, though if you go without using one for an extended period you may forget it. Eighth, Skills and Feats: You will be awarded any skill proficiency and/or feat that you can justify with a proper background explanation. As long as you keep your story coherent and feasible you can create a complex character. Also for every proficiency level (combat or magic) you will gain one innate extraordinary ability of your choosing. Ex. Uncanny Dodge or Enhanced Sight Where will this story take you?: This campaign will eventually progress into a story of guild advancement, a bit of war and rivalry, and magic sources polluted by death and necromancy. Lovely isn't it? Every week or so (hopefully) there will be a guild posting adventures can apply to, in game time will pass quickly between postings and your character can advance their skills in the meantime and get them approved before the next session. There won't be a concrete commitment here due to my poor life choices, but I will honor every pre-arranged game message all previous players every time there is a new listing so that they may just hop right in again. It will probably take a while to get the systems in a good spot and begin a nice rhythm, but let's see where it takes us! This is just the first iteration and hopefully just the beginning, so please post any and all question comments and concerns! The first game will be Saturday December Fifth but we can start a dialogue for your character creation as soon as you are ready, even if you won’t be part of the first session. Happy adventuring everyone!
Added update to Listing.