
I'm looking to run a one-shot to scratch that RPG itch while I'm away from my usual group. Times are when I'm available, I don't expect a game to last 7 hours (probably ~3). Looking for 2-4 players, I don't mind if you're new, but I expect you to read your entire class's page and ask about it if you don't understand it. - this is NOT Golarion. - 5d6-2lowest or 20 pointbuy stats. - 2 traits (±1 to balance powerful/weak races, ie aasimar and tiefling are stronger than the core races so they get one less, kobolds are weak so they get 1 more). If your stats are significantly worse than other players', you will get more traits (such as in the event that you take pb and everyone else rolls really well, etc). Traits MUST fit your backstory. - 4th level - no ridiculously powerful races (drow noble, trox, etc). - no APG summoner, no archetyped Unchained Summoner. - other than the just mentioned class restriction, you can play whatever you want, but I'd prefer it if you kept it simple (especially if you're new). - early firearms are available (and are half listed price), advanced and modern are not. - humans and part-humans are the most common races, other races are available but require more "stringent" backstories (ie how did a race that exists on the opposite side of the planet get here, why is a mortal enemy of [race] in a town comprised of [race] and why isn't the town killing you) _House Rules_ - everyone who meets the prerequisites has Power Attack, Weapon Finesse, Piranha Strike and Deadly Aim. - no combat maneuver has an Int prerequisite, no combat maneuver requires Combat Expertise feat. - all non-intbasedcaster classes have at least 4+intmod+otherstuff skill ranks per level (this pretty much just affects Fighters, Clerics, Sorcerers, etc). - Core Monk has BAB equal to his level (like a Fighter's BAB) (does not apply to Zen Archer because they're awesome enough already). - Core Rogue gains a bonus on attack rolls when he can gain a sneak attack equal to 1 + 1/5th his Core Rogue level. - Fighter's gain half their class level to Diplomacy checks to rally others to fight for a cause or inspire troops, and an additional skill is a class skill for them. - Fighter's add their Bravery bonus on all will saves, not just Fear effects. - Weapon Focus and Weapon Specialization (and similar feats) apply to weapon groups (see Fighter Weapon Groups on the Fighter page). - Deity-based classes (cleric, warpriest, paladin, etc) require the worship of a particular deity. This is a setting thing. If you plan to play one of these, ask for a list of believable deities for the region / your backstory. - Half-giant (half giant, half human) and threequarterling (half human, half halfling) races exist and are available on request (both homebrew). - all forms of dex-to-damage (including class features) replaced by this feat (you can gain str to damage and have this feat). - fractional bab and saves Sorry about the long houserule list (but I usually use 4 times this many :P ) _Setup_ You're all in the large town of Sandchester, in the nation Tharel. Tharel is largely a desert region between two mountain ranges. You can be from town or just a visitor, but I HIGHLY recommend you play a human, part-human, dwarf, elf, gnome or halfling (some other xeno races, especially orcs and goblinoids, will be very unwelcome). You're in town for a festival, remembering the 153rd year of the fall of the last Emperor (like new years). The last Emperor is talked about and believed to be an ascended deity by some. Shenanigans ensue from stuff that'll happen in game. EDIT: Should note I would prefer charcters to be done on a myth weavers (or a similar service), it seems to load quicker and lag less than roll20's character sheets.