Path Among the Dreams: The Eastern Paths
This is an RP designed to be played as a group (or groups) that uses a cross between the Plazas original RPing style as well as Pathfinder by Paizo (Think DnD 3.5 for those not familiar with the system and their parent company is less Cease and Desist-y).
I have simplified many of the mechanics of Pathfinder to make it easier for new players that have never played before, but I know this can make it a bit tricky for those that are familiar if you have any questions regarding the workings of this system or suggestions to make before the campaign gets started fully please feel free to message me on Discord Chinona#4803 or in the Imladris OOC thread.
The actual play will take place in Arda: A World of Dreams due to the over all nature of the game spreading across MULTIPLE locations, and being somewhat AU (for the purposes of the storyline a few facts will be changed but nothing too crazy) as such this is the best thread to keep everything and everyone together that does decide to start playing.
As a Pathfinder your first task is going to be to create a character for approval and the information that you will need for that is as follows:
Race:
Dwarves: They are able to play any class except wizard, and they get a +1 bonus to their Constitution stat.
Elves: They can play any class except Wizard and get a +1 bonus to their Dexterity stat.
Ents/Huorns: Can play any class except Wizard and get a +1 bonus to their Wisdom stat.
Hobbits: Can play any class except Wizard and gets a +1 bonus to their Charisma stat.
Humans: Can play any class except Wizard and has a choice of which stat they would like to place their +1 bonus.
Istari: Can play any class but must start with Level 1 wizard. They get a +2 bonus to their Intelligence Stat
Orcs/Goblins: Can play any class except wizard. They get a +1 bonus to their Strength Stat.
Classes:
You may chose to choose a second class (Multi classing) once you reach level two but you will only be allowed to level between those two classes and may not chose a third. You should also be aware that you start at level one of your new class.
Ex: Player A choses to be a Bard for their first level. At level 2 they decided to multiclass to fighter. So they have 1 level of bard, and one level of fighter. At level 3 they may chose to level up EITHER one of their classes which would make them a level 2 bard and a level 1 fighter. and so forth.
Bard: These characters have a knack for knowledge and being able to give help to their party members in order to help them survive fights and negotiations. They get a Skill bonus of +1 to Perform as well as a +1 to Knowledge General. The skills that they can train for half price are: Bluff, Diplomacy, Handle Animal, Knowledge: General, Perception and Perform, Ride, Sense Motive
They start with 8 HP + their Con, and get 7 skill points to spend + their Intelligence Stat.
Fighter: These characters aren't afraid to come to blows they may use Strength or Dexterity in order to increase how much damage they can do on the battle field. They get a +1 to either Strength or Dex The skills that they can train for half price are: Athletics, Bluff, Handle Animal, Intimidate, Ride, Survival
They start with 15 HP + their Con, and get 5 skill points to spend +their Intelligence Stat
Healer: When the fighting is going wrong this is the person that every party member wants to see. They keep everyone on their feet and going. They get a Skill bonus of +1 to Heal, and +1 on survival. The skills that they can train for half price are: Heal, Handle Animal, Perception, Sense Motive, Ride, Survival.
They start with 10 HP +their Con and get 7 skill points + their Intelligence stat.
Rogue: These are your sneaky fighters and the person who will try to keep you out of traps when they can. They get a Skill bonus of +1 to Escape Artist and +1 to Perception. The skills that they can train for half price are: Athletics, Bluff, Disguise, Escape Artist, Perception, Ride, Sense Motive, Slight of Hand, Stealth, Survival.
They start with 8 HP + their Con, and get 7 skill points to spend + their Intelligence Stat.
Wizard: Having wisdom and the know how to put it into practice these magical masters have an an arsenal of spells at their disposal. They get a Skill bonus of +1 to Diplomacy and Spellcraft. The Skills that they can train for half price are: Diplomacy, heal, Knowledge:(Players choice), Perception, Ride, Sense Motive, Spellcraft.
They start with 8 HP+ their Con and get 7 skill points to spend +their Intelligence Stats.
Statting your character:
All players will start with 8 Stat points that they may spend. For level one you may chose to go up to 2 in multiple stats however, if you wish to go to level 3 on a particlar stat, you must have at least TWO stats at 0. After you have spent these 8 points you should add your racial bonus to your stats.
Stats:
Strength: Your ability to carry heavy loads and damage foes through force.
Dexterity: Your ability to manipulate objects subtley, use stealth, or damage foes using finesse.
Constitution: How durable your character is health wise.
Intelligence: How skilled your character is at knowing how to do things.
Charisma: How likely you are able to get other characters to do what you want them to do.
Wisdom: How much knowledge and facts etc your character knows.
Skills:
These skills are available to be purchased by any character for 2 skill points per training unless their class allows them to train for 1. You may only train a skill 2 ranks above your Character rank. Bonuses do not count towards this.
Athletics (Strength): You may chose to use either your Strength or your Dex Stat as a modifier for this however once you have picked you can not change. This skill is what makes it so you can climb objects, tumble and leap your way out of danger, swim, and a multitude of other physical skills.
Bluff (Charisma): This skill is your ability to tell a lie and have it believed.
Diplomacy (Charisma): This skill is your ability to talk your way out of or into a situation without coming to blows.
Disguise (Charisma): Your ability to hide who or what you are in order to not be noticed.
Escape Artist (Dexterity): Your ability to get yourself out of locks and traps.
Heal (Intelligence): Your ability to stop wounds from causing more damage or restore health to yourself or party members.
Handle Animal (Charisma): Your ability to work with animals that are not your own and get them to do what you want.
Intimidate (Charisma): Your ability to scare people into allowing you to do what you want.
Knowledge: (General*, Lore, Nature, Dungeoneering, Culture): (Wisdom) Your characters knowledge on a specific subject. Only Bards may take General knowledge and this allows them to roll ON ANY knowledge check. Lore - allows you to recall facts on events in the past, Nature allows to you identify animals plants etc, Culture covers different races and how they interact with others including foes friends, and their belief systems.
Perception (Intellegence): This is your ability to search and find hidden items, gather knowledge on things that are affecting your character.
Perform (Charisma): This ability is as it seems - your ability to perform music or song or dance or acting.
Ride* (Dexterity): Riding is a common trait that you do not need any points in to do, however if you wish to do combat on a horse or do more than basic riding you will need to train in it or be at a disadvantage.
Sense Motive (Intelligence) : Your ability to find out if a person is possibly bluffing you or if their intentions simply aren't what they seem.
Slight of Hand(Dexterity): The ability to take items without being seen.
Spellcraft (Wisdom): For wizards this increases the power of their spells, for those that are not wizards if you stumble upon a rare magical item, you will not be able to use it without some spellcraft knowledge.
Survival (Wisdom: Your ability to find shelter, follow your quarry, and feed yourselves in the wild/cities.
GEAR
Each player can chose from the following Starter items to a spending limit of 20 Gold Pieces (1 Gold piece = 10 Silver, 1 Silver = 10 Copper)
Weapons:
Club: 0 Gold, easily found from any tree deals 1d2 damage
Dagger: 2 Gold, A basic weapon for close quarter fighting does 1d3 damage
Staff: 0 Gold, a basic staff can do some decent damage in the right hads deals 1d4 damage and has REACH.
Mace: 3 gold, a basic weapon fairly fool proof in it's use deals 1d3 damage
Axe: 8 gold, a sturdy battle axe can cleave deeply if need be deals 1d6 damage
Bow and 20 Arrows: 7 Gold, can attack from a distance but has limited arrows which can at times be recovered or replaced. Deals 1d6 damage, Target must be outside of Melee unless they take a feat to shoot point blank
Hammer: 8 Gold, similar to the axe but instead deals crushing blows. Deals 1d6 damage.
Long Sword: 8 Gold, a standard weapon of heros. Deals 1d6 damage has REACH
Short sword: 7 Gold, a standard bladed weapon better perhaps than a long sword at closer quarter combat. Deals 1d6 damage.
Defensive Gear
Buckler Shield - 5 GP +1 Defense
Padded Armor - 5 GP +1 Defense
Leather Armor - 10 GP +2 Defense
Items that you may want to have*:
Backpack: 2 Gold - How else are you going to carry everything you need on your adventure? Can hold up to 15 different items
Belt Pouch: 1 Sp - Good for storing coin or small vials to be quickly at hand.
Bedroll: 1 sp - It's easier to get some rest without a great blood root sticking in your back.
Lamp: 1 sp - Helps you to see in the dark of the night, but also can allow enemies to see where you are as well.
Common Musical Instrument: 5gp These include Lutes, Flutes, Mandolins and because your GM is never serious about anything.... Cowbells.
Rope (Hemp): 5 Silver A measure of 20 feet of rope for whatever purposes you can think of.
Tent: 5gp - Can sleep up to two people keeping the weather off of you.
Trail Rations: 1sp/day - For when you can't hunt or gather food easily these will keep you going.
*Other Items of this nature are available please ask if you have an idea on something you want and it's not listed your GM will get you a price.
Items you will probably want when you can afford them:
Horse with Saddle - 100GP - Good for Men, Elves, Orcs/Goblins and Wizards
Pony with Saddle - 55 GP - Good for Hobbits and Dwarves
Warg with Saddle - 100 GP - Good for Orcs/Goblins