POINT BREAK | Custom Pathfinder 1e Campaign (NOW CLOSED)

Started by PhantomPistoleer, February 12, 2022, 04:39:06 PM

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PhantomPistoleer

Closed for lack of interest.


POINT BREAK
~Custom Homebrew Campaign~





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WORK IN PROGRESS | GAME OVERVIEW
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This is a work in progress.  However, you should know:

1.  This game is inspired by Critical Role's Vox Machina campaign.

2.  This game does not use classes or races.  Instead, it uses an easy-to-use point system.

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STORY BACKGROUND
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CHARACTER CREATION OVERVIEW
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POINT BREAK uses a custom point system to create characters.  The characters are highly customizable.  You should know the following:

1.  There are no classes.

2.  There are no races.

3.  Magic has been dramatically overhauled.

4.  There are no experience points--only power points.

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STORYLINE OVERVIEW
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POINT BREAK is influenced by Critical Role's Vox Machina campaign.  It follows the misadventures of a lively mercenary group in the city state of POINT BREAK.  The game is rather laid back in virtually every aspect of message board roleplay: we're gonna be lax on rules, we're gonna be lax on roleplay, we're gonna be lax on story.  Essentially, if you're not going to play a character that likes to have fun and get drunk, you're probably going to have a bad time.  This is not a serious game for serious players.  This is a somewhat meta campaign where players roleplay as deadly goofballs who happen to save the world from one disaster after the next.

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POINT BREAK SYSTEM
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Character Creation System

POINT BREAK employs a custom point-buy system to maximize character customization.   Characters start with 20 power points and 300 gold pieces.

Power Points Per Level

LEVEL   Power Points   Total Power PointsMax AttackMax SaveMax SkillMax HPMax Ability Score
1   20   20+1+2+11220
2   15   35+2+3+22421
3   15   50+3+3+33622
4   15   65+4+4+44823
5   15   80+5+4+56024
6   15   95+6+5+67225
7   15   110+7+5+78426
8   15   125+8+6+89627
9   15   140+9+6+910828
10   15   155+10+7+1012029

Point Buy System

TYPECOST
Ability Point1pp
Arcane Level1pp-5pp
Attack Point2pp
Feat1pp
Hit Point.25pp
Save Point1pp
Skill Point.25pp
Special Ability1pp
Trait.5pp
Weapon Proficiency.5pp

Basics

All characters technically begin play with the following statistics:

QuoteStrength 10 (+0), Dexterity 10 (+0), Constitution 10 (+0), Intelligence 10 (+0), Wisdom 10 (+0), Charisma 10 (+0);
No feats
No skills
No saves
No hit points
No special abilities

LEVEL
Generally, characters gain levels by accruing experience, but in POINT BREAK, characters level when they earn fifteen (15) power points.  Once earned, a power point may be immediately used to improve the character.  For example, Roger the Orc is a first-level barbarian.  After a rather grueling battle, the GM grants Roger three (3) power points.  Roger decides to buy four hit points and pick up an attack bonus.  He has yet to maximize his HP, but he has maximized his attack bonus (+2).  He will not be able to purchase another attack bonus until he reaches level three (3).

ABILITY POINT
Characters start off with a ten (10) score in six abilities: strength, dexterity, constitution, intelligence, wisdom, and charisma.  Characters may earn power points by reducing their score.  Characters can have a minimum score of three (3).  Characters may also use power points to purchase ability points.  Ability scores other abilities as normal.  Unlike the point-buy system in Pathfinder, there is a 1-1 exchange for ability points.  See the table above for max ability scores per level.

ARCANE LEVEL
At each level, characters may purchase an "arcane level."  A character may use up to five (5) power points to purchase magic points.  The exchange rate is one (1) power point for three (3) magic points.  That means that a character can purchase up to fifteen (15) magic points per level.  Please see the table below:


SPELL LEVELCOSTSPELLCRAFT DC
01MPDC 10
15MPDC 12
210MPDC 14
315MPDC 16
420MPDC 18
525MPDC 20
630MPDC 22
735MPDC 24
840MPDC 26
945MPDC 28

So, to cast any first level spell, a character must pay five (5) magic points and make a successful 12 DC spellcraft check.  So long as the character has the magic points, they can attempt to cast spells that are normally beyond their level.  At first level, a character could cast a third-level spell.

Note:  Characters do not have to memorize spells.

ATTACK POINT 
In POINT BREAK, the attack point increases both your attack bonus and your damage output.  It costs two (2) power points per level.

FEAT
In POINT BREAK, characters may purchase any feat so long as he or she satisfies all prerequisites.  A prerequisite feat may not be purchased at the same level as the sought feat.  For example, if Roger cannot purchase both Dodge and Mobility at level 2.  Feats cost one (1) power point.

HIT POINT
In POINT BREAK, characters may purchase one (1) hit point for .25 power points.  A character may purchase up to twelve (12) hit points per level.  The character's constitution bonus modifies this score.  For example, a character with a constitution of fourteen (14) has a bonus of +2, so that character would get +2 HP per level.

SAVE POINT
There are three saves: Fortitude (modified by Constitution), Reflex (modified by Dexterity), and Will (modified by Wisdom).  A single save point costs one (1) power points.

SPECIAL ABILITY
A character may purchase any special ability from any class of equal or lesser level.  For example, a character may purchase Sneak Attack +1d6 and Trapfinding for two (2) power points.

TRAIT
Traits can be purchased for half (.5) a power point.  There is no restriction in terms of amount of traits acquired, except that traits cannot be stacked.

WEAPON PROFICIENCY
Weapon proficiencies can also be purchased for half a power point.  These can either be purchased in groups (simple, martial) or in particular (namely, for exotic weapons).




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CHARACTER SUBMISSION
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Characters are young adventurers seeking their fortune in POINT BREAK.  As a GM, I generally don't like really convoluted backstories.  Thematically, our adventurers should be considered outsiders who find refuge in the company of each other.


[float=left][img padding=5 width=400]PICTURE[/img][/float]
[color=blue][size=18pt][font=impact][b]NAME[/b][/font][/size][/color]
RACE (SEX) THEME
AC --, HP --

[hr]

NAME [PL 1 | 20 pp]

[u]Attributes:[/u]
[b]STR[/b] -- (+--) [b]DEX[/b] -- (--) [b]CON[/b] -- (--) [b]INT[/b]  (--) [b]WIS[/b] -- (--) [b]CHA[/b] -- (--)

[u]Feats:[/u]

[u]Skills:[/u]

[u]Equipment:[/u]

[u]Combat[/u]
[b]BdB:[/b]  --
[b]Grapple:[/b] --
[b]Damage:[/b]  --
[b]BdB:[/b]  --
[b]Initiative:[/b] --

[u]Saves[/u]
[b]Fortitude[/b] -- [b]Reflex[/b] -- [b]Will[/b] --


* * * * * * * * * * * * * * *
PHANTOM BUILDS A CHARACTER
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Keep in mind that at first level, a character built using this point system will be incredibly weak compared to a 15-point buy first-level character.  At second level, the characters will be comparable.  At third, the character built using points will far exceed the ordinary character.


  • Phantom decides to build a human rogue-like character, as is tradition.  A human rogue normally starts with a d8 HD, 8+Int skills, +2 reflex, trapfinding and sneak attack, some proficiencies, and two feats.
  • Phantom first starts at HP: he uses two power points to pick up 8 hit points. (18pp left)
  • Phantom then picks up skills: he uses two power points to pick up 8 skill points. (16pp left)
  • Phantom then picks up the reflex save: he gets a +2 reflex. (14pp left)
  • Phantom picks up two feats: the feats are irrelevant right now. (12pp left)
  • Phantom picks up two proficiencies: martial weapon proficiency and light armor proficiency. (11pp left)
  • Phantom picks up the human racial ability of "skilled" for 1pp. (10pp left)
  • With ten hit points left, he decides to now buy his initial abilties: 12 str, 14 dex, 12 con, and 12 int. (0pp left)
  • However, he decides to reduce his wis and cha to 8, earning 4pp. (4pp left)
  • He picks up the rogue's trapfinding and sneak attack +1d6 for 2pp. (2pp left)
  • Phantom decides to make his rogue something of a fighter, so he picks up an attack bonus of +1 for 2pp.
Always seeking 5E games.
O/O

pdragon

Looks pretty interesting, and the new system seems like it could be fun to play around with, though I did have a few questions on things that seemed to be left out:

Racial Traits/Features: I know races have been removed as a mechanic (and I presume can just be flavored as any race you want) but how does this factor in for racial abilities? For example stuff like elves' immunity to sleep, tieflings and aasimar's various energy resistances, or races that straight up have wings and a fly speed. These are features that those races have access to at level 1, but the new system doesn't really have a means to acquire them, and in some cases there aren't logical ways of achieving the same effects through the other purchasable features. Would those abilities be the equivalent of a feat? a trait? a special ability? etc.

Size: How does the system handle size? Since size is tied to race, and race is no longer a mechanic, how would you handle that? Especially since changing size is a trade off and not a straight upgrade.

Magic:
Having a DC to cast a spell every time seems odd. If you fail the spellcraft check do you lose the spell and magic points you would have used for it? I know magic is considered OP in pathfinder, especially at higher levels, but this seems like an over correction. Cantrips costing a point to cast AND having a chance to fail seems like a massive expense for relatively little power, not to mention for attack spells you'd effectively have to make two different rolls every time you cast. Actually for any spell that affects targets you're at least doubling the chance to fail. Not to mention for a lot of class equivalents the change from spell slots to magic points is going to significantly reduce the number of spells you can cast in a day, especially when cantrips also have a cost. This seems like a really big nerf with very little to make up for it, and considering all the costs associated, especially the investment you need in magic points, spell craft, class abilities, and ability scores just to have a foundation as a caster, this seems outright crippling to a low level caster. I could see how this could potentially help curve how broken casters are at high level, but considering the game probably isn't going to reach that point it just seems like playing a caster would suck.

Also how does the system handle different types of magic? It says casters don't have to memorize spells, but that doesn't really address what spells they have access to in the first place. Is there still a distinction between arcane and divine magic? Are the spell lists still separate? How do you handle the different methods of casting magic? (for example psychic casting vs. regular verbal/somatic casting). Would you have to buy the specific class's ability to cast magic? Do you still only know a certain amount of spells? Or do you just have access to every spell from every spell list at once? How do you handle the ability score aspect? Is there an equivalent to bonus spells for having a high ability score? How does this system interact with class abilities that directly effect spell slots or the number of spells you can cast? For example a wizard's bonded item ability allows them to cast any spell from their spell book they're capable of casting.

Feats: It says you can't buy a prerequisite feat and the next feat after it on the same level. Is this the only limitation? For example could you straight up buy 20 different feats at level 1 so long as they aren't prerequisites for each other? What about class abilities that allow you to take a bonus feat that ignores prerequisites? What bout racial feats? If race is no longer a mechanic could you just take any racial feat you wanted and mix and match?

HP: this is on the sillier side, but could you straight up just not buy any HP? There's a max hp listed, but there isn't a minimum one, so could you say pump up your Con and just ignore HP entirely? Similarly having a low constitution lowers you HP, but in regular Pathfinder you always gain at least 1 HP every level, no matter how low you Con mod is. Could you dump your Constitution down to 3 and just take the default 1 HP since you can't start off lower?

What a thrill...with silence and darkness through the night....

Request Thread

PhantomPistoleer

Quote from: pdragon on February 13, 2022, 01:01:42 PM
Looks pretty interesting, and the new system seems like it could be fun to play around with, though I did have a few questions on things that seemed to be left out:

Thanks.  I will try to answer your questions.

QuoteRacial Traits/Features: I know races have been removed as a mechanic (and I presume can just be flavored as any race you want) but how does this factor in for racial abilities? For example stuff like elves' immunity to sleep, tieflings and aasimar's various energy resistances, or races that straight up have wings and a fly speed. These are features that those races have access to at level 1, but the new system doesn't really have a means to acquire them, and in some cases there aren't logical ways of achieving the same effects through the other purchasable features. Would those abilities be the equivalent of a feat? a trait? a special ability? etc.

I think that some racial abilities are worth half a power point, and other racial abilities are worth a regular power point.  It depends, and I guess I will have to make that call on a case-by-case basis.

QuoteSize: How does the system handle size? Since size is tied to race, and race is no longer a mechanic, how would you handle that? Especially since changing size is a trade off and not a straight upgrade.

Small characters get four (4) power points, large characters lose four (4) power points.

Quote

Magic:
Having a DC to cast a spell every time seems odd. If you fail the spellcraft check do you lose the spell and magic points you would have used for it? I know magic is considered OP in pathfinder, especially at higher levels, but this seems like an over correction. Cantrips costing a point to cast AND having a chance to fail seems like a massive expense for relatively little power, not to mention for attack spells you'd effectively have to make two different rolls every time you cast. Actually for any spell that affects targets you're at least doubling the chance to fail. Not to mention for a lot of class equivalents the change from spell slots to magic points is going to significantly reduce the number of spells you can cast in a day, especially when cantrips also have a cost. This seems like a really big nerf with very little to make up for it, and considering all the costs associated, especially the investment you need in magic points, spell craft, class abilities, and ability scores just to have a foundation as a caster, this seems outright crippling to a low level caster. I could see how this could potentially help curve how broken casters are at high level, but considering the game probably isn't going to reach that point it just seems like playing a caster would suck.

Also how does the system handle different types of magic? It says casters don't have to memorize spells, but that doesn't really address what spells they have access to in the first place. Is there still a distinction between arcane and divine magic? Are the spell lists still separate? How do you handle the different methods of casting magic? (for example psychic casting vs. regular verbal/somatic casting). Would you have to buy the specific class's ability to cast magic? Do you still only know a certain amount of spells? Or do you just have access to every spell from every spell list at once? How do you handle the ability score aspect? Is there an equivalent to bonus spells for having a high ability score? How does this system interact with class abilities that directly effect spell slots or the number of spells you can cast? For example a wizard's bonded item ability allows them to cast any spell from their spell book they're capable of casting.

The spellcraft check is solely in combat or during moments of intense stress, and yes, you lose your MP upon failure.  However, you may purchase mana potions that work like cure potions.

In this game, magic is magic, and a spellcaster's choice of spells is just a reflection of the character's thematic choices.  To that end, all spell lists are melded into one another.  Your character can randomly cast any spell using the Spellcraft DC check, or bypass the Spellcraft check by "memorizing" his or her spells for the day.  Yes, there are bonus spells.  The system interacts as best as it can with special abilities.

QuoteFeats: It says you can't buy a prerequisite feat and the next feat after it on the same level. Is this the only limitation? For example could you straight up buy 20 different feats at level 1 so long as they aren't prerequisites for each other? What about class abilities that allow you to take a bonus feat that ignores prerequisites? What bout racial feats? If race is no longer a mechanic could you just take any racial feat you wanted and mix and match?

Yes, it is the only limitation.  You can totally just pick up 20 feats at first level.  To ignore prerequisites using a special ability, you have to purchase the special ability for 1pp and then the feats as normal.

Quote
HP: this is on the sillier side, but could you straight up just not buy any HP? There's a max hp listed, but there isn't a minimum one, so could you say pump up your Con and just ignore HP entirely? Similarly having a low constitution lowers you HP, but in regular Pathfinder you always gain at least 1 HP every level, no matter how low you Con mod is. Could you dump your Constitution down to 3 and just take the default 1 HP since you can't start off lower?

Yes, you can just use your Con modifier. 

No, you won't gain HP if your Con is negative.

(Sorry if I missed a question, I am on my phone)
Always seeking 5E games.
O/O

pdragon

Alright, cool cool. I'll be throwing in tentative interest then for the time being.
What a thrill...with silence and darkness through the night....

Request Thread

PhantomPistoleer

Quote from: pdragon on February 14, 2022, 11:03:54 AM
Alright, cool cool. I'll be throwing in tentative interest then for the time being.

Thank you for your interest!  I greatly appreciate it.


Always seeking 5E games.
O/O

indarkestknight

How are armor proficiencies acquired? Is getting a skill as a class skill only feasible via traits?

PhantomPistoleer

Quote from: indarkestknight on February 15, 2022, 04:03:49 PM
How are armor proficiencies acquired? Is getting a skill as a class skill only feasible via traits?

1. Armor proficiencies are their own things.  Proficiencies cost only half a power point.

So:

-- Weapon group (i.e., martial, simple) proficiencies cost .5pp;
-- Armor proficiencies cost .5pp;
-- Exotic weapon proficiencies (individual) cost .5pp.

These aren't treated like feats.  You can buy a bunch of proficiency "trees" at the same time.

2.  Class skills aren't a thing in the game.  You are assumed to have access to all skills.  When you put your first point into any given skill, it becomes "a class skill" in the sense that you get the class skill bonus of +3.
Always seeking 5E games.
O/O

indarkestknight

How are hit points for eidolons and animal companions calculated?

PhantomPistoleer

Quote from: indarkestknight on February 15, 2022, 04:42:31 PM
How are hit points for eidolons and animal companions calculated?

As normal (dice rolling), except you have to feed 1pp to your animal every level in order to get it to level.
Always seeking 5E games.
O/O