v.11 – Porphyra Roleplaying Game

Version 11 of the Porphyra Roleplaying Game has now been released to patreons and on Rpgnow.

Major Updates on V.11

  • Ability scores, races, and classes are all more or less roughly hammered into place.
  • Work has been done to try to give each class something unique to do which is made harder by the existence of three roguish classes in one book.

Moving Forward

  • For v.12, I will be focusing my attention on traits, skills, and feats. Traits and skills mostly need cleaning up. I think I need to do a lot of work with feats.

Replacing Sneak Attack

In the main book there are currently three classes with sneak attack. That is far too common. Each class should ideally have unique abilities to call their own. For the slayer, I am thinking of replacing sneak attack with surgical attack.

Surgical Attack: At 3rd level, if a slayer catches an opponent unable to defend itself effectively from her attack, she can strike a vital spot dealing the listed ability damage. The slayer’s attack deals ability damage anytime her target would be denied a Dexterity bonus to AC, or when the slayer flanks her target. This additional damage is 1 point at 3rd level, and increases by 1 point every 3 levels thereafter. Creatures struck by this attack may make a Fortitude save (DC 10 + 1/2 slayer’s level + the slayer’s Int modifier) for half damage (minimum 1 point).

Should the slayer score a critical hit with a surgical attack, this ability damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. The slayer can choose which ability to affect before she makes the attack. It is assumed unless stated otherwise that this attack is meant to kill and deals Con damage. If she wants to quickly disable spellcaster she will try to cause a concussion dealing Int or Wis damage, to weaken a strong combatant for capture she may hit nerve points and joints dealing Str or Dex damage, and to teach a foe a lesson about their station in the world leave scars or horrible wounds in the form of Cha damage.

The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use surgical attack while striking a creature that has concealment. Creatures immune to ability damage, critical hits, or precision damage are immune to surgical strikes.


There are a number of small changes to the fighter class (and the game in general that I think will greatly benefit them in the long run).

Skills and Saves: Fighters now begin with 4 skill points and a good Will save.

Feats: Most Combat feats have now been combined to provide auto-scaling of abilities. This is one of the most dramatic changes to the game and will alter play on both sides of the table.  It is also the is one of the areas that needs more extensive playtesting.

Bonus Feats: Fighter “bonus feats” now include Combat, Critical, Style, and Teamwork feats.

Feat Prerequisites/Rules: Fighters no longer need to meet ability requirements for Combat, Critical, Style, and Teamwork feats. Any feat that is applied to a specific weapon instead applies to a weapon group. So a cleric could take Weapon Focus (mace), but fighters take Weapon Focus (hammers).

Stamina Pool: All fighters can a pool of stamina points that can be used to provide additional benefits to most Combat and Critical feats. Short rests between battles help fighters recover stamina points.

Armor Training/Weapon Training: Neither of these have been formally changed, however the changes to feats (above) and the changes to ACP (previous post) make both of these abilities now far more valuable.



Armor Check Penalty

The type of armor you wear and how much loot you are hauling around the dungeon affect your ability to perform a number of tasks. Armor Check Penalty (ACP) is the way that the Porphyra Roleplaying Game simulates this reduction of performance.

In general:

  • ACP from armor and shields stack.
  • ACP for encumbrance overlaps.

If you ACP from your armor and shields is -4 but your ACP from encumbrance from a heavy load is -6 then your overall ACP is -6.

Armor Check Penalty applies to any of the following actions:

  • Melee and ranged attack rolls*
  • Dodge bonuses to AC (cannot be reduced below zero)
  • Reflex saves.
  • Skill Checks (Acrobatics, Athletics, Disable Device, Escape Artist, Ride*, Sap*, Sleight of Hand, Stealth)
  • Caster checks for spellcasters

* Does not apply if the user has proficiency in the armor.

Elemental Magic

As you may know, I am currently working on a revision of the Pathfinder SRD to serve as a basis for our own Porphyra Roleplaying Game.

You can find a current copy of the rules here.

And a playtest adventure written by Perry here.

There are six forms of elemental magic in the Lands of Porphyra: air, earth, fire, metal, water, and wood.

Air is associated with the electricity energy type; it is opposed by earth

Earth is associated with the acid energy type; it is opposed by air.

Fire is associated with the fire energy type; it is opposed by water.

Metal is associated with the sonic energy type; it is opposed by wood.

Water is associated with the cold energy type; it is opposed by fire.

Wood is associated with the light energy type; it is opposed by metal.


Aarakocra (Porphyra Rpg)

I am currently without my primary computer so I decided to screw around by converting a number of old monsters over the Porphyra Roleplaying Game.

Aarakocra (CR 1/2)

Medium monstrous humanoid

Init +3; Senses darkvision 60 ft.; Notice 16


AC 14, flatfooted 11 (+3 Dex, +1 natural)

HP 6 (1d10+1)

Fort +1; Ref +5, W/ill +4

Weakness fragile bones


Speed 20 ft., fly 90 ft.

Melee 2 claws +2 (1d3+1) or javelin +2 (1d6+1)

Ranged javelin +4 (1d6+1)

Special Attacks diving charge


Str 13, Dex 16,  Con 12, Int 10,  Wis 15, Cha 11

Base Atk +1; CMB +2; CMD 15

Feats Hover

Skills Athletics +5, Perception +6

SQ fast metabolism

Languages aarakocra, harpy


Environment mountains

Organization solitary, pair, tribe (3-10)

Treasure standard (100 gp)

Special Abilities

Diving Charge (Ex) When in flight, if an aarakocra charges a distance greater than 90 ft., it gains a +4 bonus to hit (instead of +2) and deals double damage on a successful hit.

Fast Metabolism (Ex) Aarakocra heal hit point and ability damage at twice the normal rate. Additionally, they are immune the effects of environmental cold.

Fragile Bones (Ex) Aarakocra suffer a -2 penalty on Fort saves vs. stunning and massive damage.