Upon seeing the notice of the work being done with the new ownership, I decided that I'd like to try again and offer a more straight forward concept in a dungeon crawl. One that can be run for members old or new. I am going to revive an old concept that I am revamping and attacking from a new direction and region, with a new start. Folks who have played the old "Eye of the Beholder" CRPG game from the days of Dos this game will start in a similar fashion of a troupe trapped underground, forced to explore and combat the evil beings which inhabit the tunnels and caves underground. This will be a draconian DM run Dungeon Crawl TM, and by that I mean my style is the following:
1: I only fudge rolls if RNG skews things so far out of the player or the DM's hands that it is a run ending situation that is in no fault of anyone *playing* such as a player rolling 4 1's in a full attack in a crucial moment and me, the DM rolling several nat 20's in a freak double streak where the player missing and the NPC auto-hitting ends a PC's life, leading to a TPK. These kinds of situations are worth skewing things to save a run that are just freak RNG which shouldn't kill off the entire game.
2: I run my NPC's to act in a manner appropriate for their capabilities, and how they work in my world. Orc raiders pillaging a dwarven mine is a situation of racial hatred with a generations long history of brutality and mercy is rarely shown for example. Therefore Orc on Dwarf violence might be prioritized over attacking another PC. Goblins might be cowardly, but they aren't morons, and are capable of utilizing weaponry and tactics to be dangerous in numbers and on their terms. Flesh eating ghouls with a hatred for the living and hunger for flesh aren't just "Zombies +1 CR" and have personalities and motives that are alien and different to living creatures. Dragons *are* better than humans and know it, and aren't afraid to show them it is so, even goody two shoe dragons. Just because you have a companion tiger does not mean it will automatically follow your attack order against something that is clearly out of it's league in a suicidal blind rush, it is an intelligent creature with a survival instinct.
3: PC death happens, it is inherent in rpg games and tactical rpg's. I learned to play where you were expected to have a backup character sheet ready for the session if you walked over a trap into an ambush and were cut down for it. Where your PC's death was an opportunity to try something new. I run this way as well.
4: My focus is tactical teamwork based combat where the party working together and communicating in character their tactical decisions and communication is the majority of the RP opportunities of this dungeon crawl. There rarely will be beings you encounter who are not immediately hostile to you, however these will be very rare in this game. This means your opportunities for RP largely are among your party in their struggle to survive trapped underground. There won't be a way out and back to the surface nearby to trot off to and hit a tavern and the armorers forge. If you are looking for high rp in a game, you must enable it yourself here amongst each other for the most part in this game bar only a few specific situations.
5: The best way to describe the tone/style is: Battle Brothers in a tunnel. Turn based tactical combat in a 10'x10' hallway, sometimes tighter, sometimes opening up into caverns. Don't run out of food or ammo and be careful where you sleep. Teamwork and covering for allies in bad situations where you are wounded and exhausted and still force to push on is a thing here. Your decision making in when to push far and when to take steps to secure a safe space to rest are very large in your ability to survive in this type of game.
6: I will handle my end of things via a combination of creating environment's in Tokens and Tileset's when I can use the simple following stonework tileset in order to showcase the region you are in with it's limited 2.5d, never finished capabilities. I will then utilize Fantasy Grounds to take tokens and shuffle them around a map with a grid for the tactical combat aspect based off of the PC portrait players offer me. This will be taken via a screen shot and linked to my posts to give you a visual representation of who is where in relation to your PC. This use of images for map round to round will not be friendly to folks using a phone to post with a limited data plan, you have been warned.
7: This particular game is largely centered around a variety of types of one monster Type with only rare exceptions. I have shared this information with parties prior to game and all I get are X bane weapons and custom races with special anti-X race traits and Favored Enemy: X across the party. Hence, in order to provide an organic "Fall into a new mission the party is unprepared for" experience I am not sharing this information this time around. You will gain XP and be able to *adapt* and grow to fight these units via my XP buy classless system much easier than being forced to go from say Rogue to Wizard or Cleric to Barbarian type transitions like in standard PF so have no worries about that aspect. I simply wish the players to experience the premise I want to run for people. With 1 exception:
You will be underground for the entire game. If you want to just grab a race with Darkvision, or build your own race with Darkvision I encourage this for your survival. Light sources and noise underground signal "Warm food" to the creatures that exist in darkness. Beware noise as well, shouting and banging on things means noise will carry, vibrations running long distances in the rock will be noticed by various beings who sense via touch and sound instead of using light with their weak eyes. Understanding this is important, like knowing to swim when venturing into the ocean, hence the notice in bold and underline. Shouting with a lit torch in your hand is the underdark equivalent to bleeding in the ocean, you will attract attention. This is not instant death, but you will ring the dinner bell for nearby predators and you need to plan your actions as if you are swimming with sharks.
Now that my DM style is covered:
System
I run using my own Classless Hack of Pathfinder 1e. It has been significantly altered and has a variety of new features, options and manner in which character creation, combat, and magic work. This post here: https://www.thetangledweb.net/forums...43#post1316043 has a link to it, and a link to a video walkthrough of my hack which is roughly an hour long, and a video of "How to build a Battle Bear or any new race" with my hack. It's a lot to go through but it essentially allows organic character creation instead of class based, while shaking things up with a dynamic new combat and magic system while bringing in Martial Training and Chakras and Armor as DR into the system as new things to help Martial characters be better than Fighters. I can help with any hand holding or questions an interested player has who might want a more in-depth character creation experience and challenging encounters with critters you've never faced before, anywhere.
Premise of the dungeon:
While on a mission from Lord Ambry to stop a raid on the North shore of the River Var by your party felt an earthquake happen deep underground. As your knees wobbled and the ground seemed to shiver and ripple at your feet nearby trees fell, pulling your attention upwards to watch for falling Oaks and Willows. The danger to you however, was not from above as a loud *crack* resounded and the ground opened up below you. As you tumble through a crack in the ground dirt flies past you like snow in a blizzard and the light from the surface fades. You feel as if you have been thrown off of a cliff as you are deafened by the sounds of grinding and tumbling rock on rock chaos that is unfolding around you. As you fall time seems to slow as it becomes hard to breathe and cold in the assault on your senses. What seems to be ages later you hear another loud *crack* and then the clattering of many rocks slamming into solid rock before you crash into a stone surface, bruising your hip and knocking you unconscious.
You awaken in darkness, prone on a bed of rubble covered rock. Bruised and hungry, you can hear the reassuring sounds of your comrades breathing around you like you remember from long nights in camp together. However, the light is gone and the strong smells of dirt and stone are around you. Not the scents of grass and willows nor the distant smells of the river. The light and warmth of the sun has been replaced with a cold darkness that makes a moonlit autumn night seem warm and bright. The mission for Lord Ambry suddenly seems unimportant as you assess your situation from your back in the dark.
Character Creation:
Direct info is here: https://docs.google.com/spreadsheets...it?usp=sharing
My "Copy and Make one for yourself" amatuer sheet: https://docs.google.com/spreadsheets...it?usp=sharing
I don't require you to use that sheet, however it may help some organize things, and has some auto-calc stuff like being able to set Size and Quadruped if you wanted to build a Dragon character for instance, as well as a tab for tracking XP purchases and logging Spells you design for the game. I am assuming you have spent an hour at least on watching this walkthrough of my hack so you have an idea of what it offers and where to find it by navigating the massive spreadsheet before attempting character creation. If you have any questions, just ask, I expect them from even veterans who have used my system before. It's a large collection of rules and adjustments that even I need to refer to and reread regularly. I will be posting several builds of spending 136 XP into a basic XP buy template for character concepts in this thread as examples which anyone could steal as a character to pick feats, skills and gear for. These builds are the equivalent of you looking up on the SRD the chart of a class you want like Barbarian and reading off what they get across 4 levels. However, you being able to customize things, can pull from a variety of options to make hybridized things that form organic concepts.
If someone wants to play and has a concept but wishes me to setup a character for them because life is just too busy, just let me know. If someone can get through most everything, but gets hung up on something and needs me to knock out say Attack Rolls or "what's my damage with this ArP stuff?" things I can easily help with this stuff.
Character Example 1: Gort the Exile
Race: Dhalrang Dwarf (81 XP)
Role: Apprentice Stoneseer [Baby Tank/Earth Shaman effectively]
Attributes: Str: 21, 13, 23, 13, 22, 11
HD: 4d6 [0 XP] HP: 52 [(6+6+1)x4]
Saves: Fort: 9 {11 vs Poison, SLA's, Spells} (2+5+1); Ref: 3 (2+1), Will: 8 (2+6) [9 XP]
Defense: 17 (Reduces 17 Dmg from each attack, minus ArP of attack
Dodge: 11 [10+1 Dex]
Speed: 20
BAB: 2 [2 XP] 1 Attack Per round via 13 Dex: PA/FF Warpick +8 (1d8+11/19-20x4 with ArP and ArD 8)
Skills: 24+4=28 [4 XP] [Spellcraft +8 (4+3+1) *Is Required*]
Feats: 6 [5 XP] [Feat Tax: Power Attack, Furious Focus, Quick Draw, Deadly Aim, Point Blank Shot, Combat Expertise; Racial: Toughness; Choose 6 feats: ]
Proficiencies: Light Armor +Shields, Medium Armor, Heavy Armor, Exotic Armor: Battle Plate, Simple, Martial, Exotic: Dwarven Warpick, Throwing Hammer [8 XP]
Traits: 2 Traits [0 XP]
Background: Mason [0 XP; Str: +2, Con: +2, Cha: -2; Craft: Stoneworking and Profession: Mason +2 each, Proficiency (Light Hammer) ]
Special
*Armored Mage: Heavy [9 XP]
Spellcasting
CL: 1 [2 XP]
SP: 5 (3+2 (Wis 22/CL 1)) [1 XP]
Range: Close, Self, Touch [1 XP]
Target: 1 Self, Touch, 5' Diameter Burst or 15' Line [1 XP]
Duration: Instant, 1 rd/CL, 1 Min/CL [1 XP]
Seeds: [12 XP] Armor 1 (3 XP), Earth 1 (4 XP), Ward 1 (4 XP), Divination 0 (1 XP)
Spells:
0 SP Options: Mage Armor (+4 Defense [Armor], Shield (+4 Defense [Shield] personal), Detect X line of options, , Resistance, Resist Energy (10 of element of choice), Shield of Faith (+2 Dodge), Alarm, Protection from Alignment X, Hold Portal, Endure Elements, Arcane Lock, Book Ward,
1 SP Options: Level 1 Armor, Earth and Ward Seed spells with a single Range, Target OR Duration kicker; Rock Toss (1d6/CL (cap 5d6) damage [B, P or S with ArP or ArD {5+1/3 CL}] Ranged Touch Attack at Close Range)
Equipment: 496.5 gp for odds and ends
Runecrafted Battleplate+1: 6500 gp [16 Defense, Max Dex: 1, AcP: 4, Durability: 260; 125 lbs]
Masterwork Dwarven Warpick: 370 gp [1d8 Piercing/19-20x4 with ArP 8 and ArD 8; Durability: 70; 25 lbs]
Throwing Hammers x4: 120 gp [1d6 Bludgeoning/x2 with ArD 4; Durability 40; 8 lbs; Range: 20']
Spell Component Point x2: 10 gp, 4 lbs
Rations: 7 Days (3.5 gp; 7 lbs)
In a Wrap up: This young exiled dwarf has a limited grasp of the basics of magic with a focus on abjuration and earth magic that his race has a knack for. He grew up as a mason, and his familiarity with rock picks lead him to learn how to use the larger warpick which the miners called to war use when not chopping away at stone. Having stolen his fathers Battleplate he now wears, Gort has found employ as a mercenary for Lord Ambry. With the armor to keep him safe and his finely forged warpick to do away with threats to him, Gort is yet a warrior of limited skill. The hardiness of his ancient bloodline has had more to do with his survival so far than his skills with weaponry or magic, yet he is young and eager to experience the world. Capable of shredding the armor of his foes as well as sculpting rock, this dwarf can see 120' in darkness and is hard to be moved if he doesn't want to be. A player who wanted to pick feats and skills for this character could later invest heavily into martial skills, heavily into spells, or find a balance and work both in here. While slow, this dwarf will outlast his comrades when the going gets tough, fighting on when the others are gasping for breath. His Outsider (Native, Earth) type makes him immune to "Person" spells, and grants him a variety of special racial traits which can be found in Row 29 on the "Races" tab of my hack, and the descriptions for the abilities listed can be found here or linked at the top of my "Race Building" tab of my hack.
Character Concept 2: Ifrit Pyromaniac
Race: Ifrit (15 RP)
Role: Evoker/Battle Mage
Attributes: Str: 9, Dex: 19, Con: 17, Int: 19, Wis: 7, Cha: 24
HD: 4d8 [4 XP] HP: 36 [(8+1)x4]
Saves: Fort: 5 (2+3); Ref: 6 (2+4), Will: 0 (2-2) [9 XP]
Defense:
Dodge: 15 [10+4 Dex]
Speed: 40'
BAB: 2 [2 XP]
Fire Toss: Ranged Touch +6/+1/-4 (3d6+3 Fire damage/x2 per shot) within Medium Range (140' +10' per new level)
Skills: 24+16+20 {60) [4 XP] [Spellcraft +8 (4+3+1) *Is Required*]
Feats: 6 [5 XP] [Feat Tax: Weapon Finesse, Agile Maneuvers, Piranha Strike, Combat Expertise, Quick Draw, Deadly Aim, Point Blank Shot; Choose 6 feats: ]
Proficiencies:
Traits: 2 Traits [0 XP]
Background: Schooled Mutant [50 XP; +4 to Int, Cha, -4 to Str, -2 to Dex and Wis; +25 RP free, 20 Skill Ranks]
RP Buy 26 xp over
Fire Tosser: Ranged Touch Attack at Close Range (3d6 Fire+Con mod) [19 RP]
Advanced Con +4 [8 RP]
Advanced Str +4 [8 RP]
Gifted Linguist: [2 RP] +4 on Linguistics checks, +1 Language per rank
Spellcasting
CL: 4 [8 XP]
SP: 15 (7+8 (Cha 24/CL 4)) [2 XP]
Range: Close, Self, Touch [1 XP]
Target: 1 Self, Touch, 5' Diameter Burst or 15' Line [1 XP]
Duration: Instant, 1 rd/CL, 1 Min/CL [1 XP]
Seeds: [ XP] Fire 1 [4 XP], Life 1 [3 XP]
Spellcasting Expertise: Expert Range (Free 1 Spell level worth of Range component) [3 XP]
Spells:
0 SP Options: Flare (Close range, DC 17), Scorch (1d4 Fire damage Close Ranged Touch Attack), Light (4 rounds, Close Range), Burning Fist (5d6 Fire as a Touch Attack), Scorching Ray (5d6 Fire as a Ranged Touch at Close Range)
1 SP Options: Purge choice of 1: Disease, Sickened, Dazed, Fatigue (Close Range)
2 SP Options: Flame Lance (15' line deals 5d6 Fire with a DC 18 Ref Save for Half)
3 SP Options: Purge [Close+15' Line] (Choice of Disease, Sickened, Dazed, Fatigue)
In a Wrap Up:
This character is essentially a humanoid fire elemental with minor caster training which is capable of being a Face with Gifted Linguist picked up among a number of racial Add-ons which chewed a number of experience points from this build between Background and the extra 13 RP purchased. We are locked out of RP buy now that we have purchased spells, so we cannot upgrade or add on any racial abilities. This in mind, I bumped the Fire Toss ability to Medium range and a 3d6 damage per shot level before locking him out so his pew pew has a bit of punch the rest of the game. He will be a strong striker with further investment into BAB against anything flammable, able to fire 3 times per round with diminishing chances to hit each shot rolling directly vs the Dodge of a character, bypassing Defense. Ignorant of how to use weaponry and armor, he relies on his ability to dodge attacks and staying at a distance to stay alive. This character has 60 skills and only 4 Ranks spent on Spellcraft so he can learn how to manipulate Seeds and Components into casting spells. He's got 6 feats to choose as well with 7500 gp to spend for anyone who wants to throw fire in the dark. I went with a "vital and living flame" theme and tossed Life Seed 1 in case someone wanted to make him a healer who can later revive the dead, but for now he's good for removing diseases and fatigue on your party. One could ignore future spellcasting utterly, and focus on Chakras and a Martial Path, or go full Evoker and pick up all the seeds to throw death at the enemy as they wish with future XP here.
*phew* If folks have interest, or questions. Hit me up. If folks want to build and use characters in a hard mode dungeon in new ways with new abilities. I'll be back with more builds soon. A combo of a ranged striker and an armored dwarf who would shine as a rear guard is a good start to showcase options. 3 hours of posting, props if you made it through actually reading all of the above.