So I'm just gauging interest in a PbP Pathfinder game for my STAF fantasy Panorah. I'm reorganizing the information in my setting to make it more simple, but the rules are pretty much set up. So would anyone be interested?
[ooc]THINGS HAVE CHANGED FROM MY SETTING POST DON"T USE THAT AS REFERENCE UNTIL i UPDATE IT.[/ooc]
Creation rules:
Level 1
Stats: 2D6+6 (if you feel you have unfair rolls just PM me, and we'll negotiate)
Character races
Badgers
[spoiler]Standard Racial Traits
Ability Score Racial Traits: Badgers gain +2 Str, -2 Dex, and +2 Wis.
Type: Badgers are humanoids.
Size: Badgers are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Badgers have a base speed of 30 feet.They also have a burrow speed of 20 feet.
Languages: Badgers begin play speaking Common.
Defense Racial Traits
Feat and Skill Racial Traits
Bonus Feat Badgers receive Iron WIll as a bonus feat.
Craftsman: Badgers have a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone.
Magical Racial Traits
Movement Racial Traits
Offense Racial Traits
Natural Weapons: Badgers have a bite primary natural attack that deals 1d3 damage.
Senses Racial Traits
Darkvision: Badgers can see in the dark up to 60 feet.
Weakness Racial Traits
[/spoiler]
Hares
[spoiler]Standard Racial Traits
Ability Score Racial Traits: Hares gain +2 Dex, -2 Wis, and +2 Cha.
Type: Hares are humanoids.
Size: Hares are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Hares have a base speed of 30 feet.
Languages: Hares begin play speaking Common.
Defense Racial Traits
Feat and Skill Racial Traits
Nimble Attacks Hares receive Weapon Finesse as a bonus feat.
Silver Tongued: Hares have a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can do so up to three steps up rather than just two.
Sociable: When a hare attempts to change a creature's attitude with a Diplomacy check and fail by 5 or more, she can try to influence the creature a second time even if 24 hours have not passed.
Magical Racial Traits
Movement Racial Traits
Fleet-Footed: Hares receive Run as a bonus feat and a +2 racial bonus on initiative checks.
Offense Racial Traits
Senses Racial Traits
Weakness Racial Traits
Other Racial Traits[/spoiler]
Mice
[spoiler]Standard Racial Traits
Ability Score Racial Traits: Mice gain -2 Str, +2 Dex, and +2 Int.
Type: Mice are humanoids.
Size: Mice are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Speed: Mice have a base speed of 30 feet.
Languages: Mice begin play speaking Common.
Defense Racial Traits
Feat and Skill Racial Traits
Nimble Attacks Mice receive Weapon Finesse as a bonus feat.
Skill Bonus: Mice have a +2 racial bonus on Acrobatics and Handle Animal checks.
Magical Racial Traits
Movement Racial Traits
Offense Racial Traits
Senses Racial Traits
Low-Light Vision: Mice can see twice as far as a race with normal vision in conditions of dim light.
Weakness Racial Traits
Other Racial Traits
Prehensile Tail: Mice have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.[/spoiler]
Squirrels
[spoiler]Standard Racial Traits
Ability Score Racial Traits: Squirrels gain +2 Dex, -2 Wis, and +2 Cha.
Type: Squirrels are humanoids.
Size: Squirrels are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Squirrels have a base speed of 30 feet.They also have a climb speed of 30 feet, which also grants them a +8 racial bonus on Climb checks.
Languages: Squirrels begin play speaking Common.
Defense Racial Traits
Feat and Skill Racial Traits
Nimble Faller: Squirrels land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip attempts.
Magical Racial Traits
Movement Racial Traits
Terrain Stride: Squirrels can move through natural difficult terrain at their normal speed while in coniferous and deciduous forests. Magically altered terrain affects them normally.
Offense Racial Traits
Natural Weapons: Squirrels have a bite primary natural attack that deals 1d3 damage.
Slapping Tail: Squirrels have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d6 points of damage plus the squirrel's Strength modifier if Small, 1d8 points of damage plus the squirrel's Strength modifier if Medium, or 1d10 points of damage plus 1-1/2 times the squirrel's Strength modifier if Large.[/spoiler]
Weasels
[spoiler]Standard Racial Traits
Ability Score Racial Traits: Weasels gain +2 Dex, +2 Wis, and -2 Cha.
Type: Weasels are humanoids.
Size: Weasels are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Weasels have a base speed of 30 feet.
Languages: Weasels begin play speaking Common.
Defense Racial Traits
Feat and Skill Racial Traits
Beguiling Liar: Weasels gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie.
Stalker: Perception and Stealth are always class skills for a weasel.
Skill Bonus: Weasels have a +2 racial bonus on Escape Artist checks.
Magical Racial Traits
Movement Racial Traits
Swift as Shadows: Weasels reduce the penalty for using Stealth while moving at full speed by 5, and reduce the Stealth check penalty for sniping by 10.
Offense Racial Traits
Natural Weapons: Weasels have a bite primary natural attack that deals 1d3 damage.
Senses Racial Traits
Weakness Racial Traits
Other Racial Traits
[/spoiler]
Otters
[spoiler]Standard Racial Traits
Ability Score Racial Traits: Otters gain -2 Dex, +2 Con, and +2 Cha.
Type: Otters are humanoids.
Size: Otters are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Otters have a base speed of 30 feet.They also have a swim speed of 30 feet, which also grants them a +8 racial bonus on Swim checks.
Languages: Otters begin play speaking Common.
Defense Racial Traits
Hardy: Otters have a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Feat and Skill Racial Traits
Skill Training: Survival and Swim are always considered class skills for otters.
Magical Racial Traits
Movement Racial Traits
Offense Racial Traits
Weapon Familiarity: Otters are proficient with spears
Senses Racial Traits
Water Sense: Otters can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water.
Weakness Racial Traits
Other Racial Traits
Hold Breath: Otters can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.[/spoiler]
Classes:
Martial
Fighter
Barbarian (Isstohr Only)
Ranger (Martial Variant: no magic, 1d10 hit dice)
Monk (Easterly Only)
Rogue
Arcane
Wizard
Divine
Paladin
Druid (Isstohr Usually)
WIP