Drinking & Dragons

Disposable:Racial Profiling/Chargen and Rules

From Drinking and Dragons

Chargen

All characters and races need to be reviewed by Randy prior to the start of the gameday for planning purposes, so more lead time will be more helpful. Keep the cheese to a manageable level.

Abilities

Use Low Fantasy ten (10) point buy.

Races

Build your own race using the aforelinked to play test using thirty-one (31) points. Everyone is monstrous. :-)

Level: 8 9

Class (and class options) availability are per Pathfinder Society Guidelines.

🎲 DM: Encounters in the modules are proving too difficult for the current group due to a combination of low stat buy, monster adjustment level, and three-person group.

Feats

Feats are permitted from the Pathfinder Core Rulebook, Advanced Players Guide, Ultimate Magic, and Ultimate Combat.

Ban list
Leadership

Hit Points

Assign your character the maximum hit points possible for the first level of the chosen class. For each additional character level, use the following: d6=4, d8=5, d10=7, and d12=8.

Equipment

Each PC has 18,400 gp (.4*PC level wealth) to spend and 4,600 gp (.1*PC level wealth) that can only be spent on consumables. These are each separate pools of cash.

Magic items and equipment can be purchased from the Pathfinder Core Rulebook, Advanced Players Guide, Ultimate Magic, and Ultimate Combat. Don't purchase anything abusive or blatantly above your level, such as a scroll of Meteor Swarm.

House Rules

General Conventions

  • High rolls are always good for the one making the roll.
  • Critical Hit and Fumble decks will be used.
  • We will be using the Skill Buff house rule from Ludhumus, reprinted here:
    • As a swift action you may gain a bonus to a d20 roll by using a skill. This use must be explained and be plausible. The base DC is 15 which grants a +1 bonus to your next d20 roll. For each ten points above 15 you gain another +1 bonus (i.e. DC25 grants +2, DC35 grants +3, etc.). Each skill may only be used once per gaming session.

Save vs Die agreement

First, Save or Die spells and abilities are ones that remove a character or monster from play for an entire encounter or more. Some example spells are Slay Living, Flesh to Stone, and Baleful Polymorph and the Witch's Slumber hex. Disintegrate is not a Save or Die spell as it does damage and spells like Hold Person provide a saving throw every round and are thus not Save or Die.

Now that Save or Die spells are defined, as a DM I prefer not to use them. They remove PCs from play making the rest of the encounter boring for that player and often have costly repercussions in the game. This usually reduces the fun of the game. Thus I have the Save or Die agreement: If you don't use them, I won't use them.

If you choose to use Save or Die spells, make me aware of it and I'll adjust accordingly.