STEAM GROUP
SaltFinder 2.0 /r/Vaping
STEAM GROUP
SaltFinder 2.0 /r/Vaping
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IN-GAME
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Founded
21 June, 2013
Language
Turkish
Location
Bosnia and Herzegovina 
Grusin 17 Dec, 2013 @ 5:03pm
Carrion Crown info: Complete Edition
Recommended reading: Pathfinder Campaign Setting: Rule of Fear

Rules:
-Everything as usual, roll20, mythweavers for sheets yaddayadda
-HP progression: level 1 is maximum hp allowed, after that it's half plus half rule. Whatever your hit dice is, you get half for free and then roll the other half. Eg. a barb with d12die gets d6+6 hp (+CON modifiers etc).
-Point buy 20, 15 for full casters (sorc, wiz, witch etc)
-Players are required to pick a trait from the Player's Guide which will also act as their campaign hook.
- Most of the races are fine as long as playing them won't get you hanged on sight in Ravengro. Uncommon races mentioned in the player's guide are okay
- Please pick a patron deity regardless of your character class, doesn't have to match your alignment but it would be nice for your OC vampire hunter to at least know the basics of his/her religion
- Messaging me with character concepts is highly recommended. Don't want 5 dhampirs who all have the background trait where they saved Lorrimor from danger.
- Players are required to use a dice roller (either in roll20 or somewhere else) to roll 2 dice, a d6 and a d9. Please add the results to your character sheet, this'll be used to distribute the Harrowing cards that the player's guide mentions
- I want to make a good use of hidden rolls, mostly for the sake of tension and denial of information. Will use the /gmroll function so you can all review them after the session in case some nerds start suspecting me of making the enemies hit/crit on purpose n ♥♥♥♥. Not saying this'll happen in every single combat, just saying that there's a possibility.
- No mumble/voicechat/steamchat etc. I can't prevent you from using it but the less you use it the more immersive the whole thing will be. If you wanna message me privately please use roll20 whispers
- I am buffing the ♥♥♥♥ out of enemies because jesus christ croc is gonna solo the whole thing
- NO CHARACTER REROLLING AT ALL, it makes no sense for a random nerd to suddenly join the party without reasons.
- Module is balanced for 4 people but 5 should be okay with some tweaks, 6 would be a stretch. If the interest is big enough I'll run HoH twice for two different parties before moving on to the second AP.
- Every PC gets a free feat from http://pastebin.com/8WMa3PxN

Edit: Steam won't let me link the player's guide so just ask me in chat or something
Last edited by Grusin; 19 Dec, 2013 @ 5:37am
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Grusin 18 Dec, 2013 @ 4:51am 
Allrighty, I'll run HoH (and possibly the other CC modules) twice, first run for the party that currently plays Dysfinder, aka Guenter, Dys, Croc, Tarq and Weded. If any one of these drops out then the others are free to join. Second run will be for the others + people who dropped out of the first run. Ideally we'd also pick up few freshmen to bolster our ranks, otherwise the second party might be a bit small; but I'll run it again regardless.
Last edited by Grusin; 18 Dec, 2013 @ 1:18pm
Grusin 26 Dec, 2013 @ 3:05pm 
Sanity loss rules simplified:
- Base stability: 15+WIS mod + Level (min 10)
-Base sanity: Wis score
- no bonuses to saves vs mundane/arcane horrrors for martials/casters
- no specific stuff like "the dc is higher for you because you're a good character harming an innocent" bull, DC is equal for everyone
- immunity to fear or mind affecting-effects grants +5 bonus on the will save
- with 0 stability any further stability damage hurts your WIS score
- reaching 0 wis from stability loss causes the char to roll another save with the same DC as the one that put them on 0 WIS the character goes insane on failure, otherwise they just faint and become unconscious till their wis increases above 1
- 10 stability or less = shaken / fatigued if immune to fear
- 5 stability or less: = frightened / exhausted if immune
- 0 stability = panicked
- conditions last till stability goes above the number
-no special bonuses for fighting for a cause
- bonuses for getting used to spooks removed, monsters will only cause you to roll stability loss once per type (no more stab loss for another group of zombies later on)
- no snapping out of it rolls, no fainting by failing the save by 5 or more
- no stability loss for casting spells
- stability recovery: same as nonlethal hp but only in calm environment (no recovery if you decide to sleep inside a crypt you fucks): each character recovers stability equal to their level per hour spent in a safe, calm place. Healing spells recover an amount of stability points equal to their spell level, same with spells that remove fear or calm emotions etc; also spells that grant morale bonuses
- heal or greater restoration spells heal stability to full
Grusin 13 Feb, 2014 @ 4:58am 
Actually fuck it stability doesn't scale like hp does so 1 stability regained per hour is going to be sufficient, otherwise 1 hour rest at later levels will recover your whole fucking bar.
Last edited by Grusin; 13 Feb, 2014 @ 4:58am
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