- Spoiler:
Dains
The world of Dains is a nearly unimaginably large expanse of open skies, filled with churning air current, drifting clouds, and towering thunderheads. Solid matter is relatively rare in this realm, much of it consisting of ice, magically solidified clouds or conjured rock.
One of the strangest occurrences of solid matter in Dains are the Diebas, or large metal spheres. Hundreds or thousands of feet in diameter, these obviously ancient bronze or iron spheres were left ages ago by their unknown creators. They have been there so long, in fact, that until the current age numerous peoples colonized them, building entire communities there. Covered in unknown symbols or runes, the Diebas are obviously hollow, yet no one has found a way of opening one. With the use of a Tua adapter on an Inbus engine the Deibas can be “activated” causing the activator to teleport to another identical Diebas somewhere in the world.
The countries Mathai, Aku, and Sindarin’s landmasses are anchored to the sky and do not move, other large landmasses float around free.
Seasons/ day night
- Spoiler:
There are no season in Dains but there are static climate zones that mimic the four seasons we know in the major countries. When in the open air climate seems to be completely random. One minute there could be a blizzard and the next you could be baking on deck. Static landmasses have their own static climates while moving landmasses change as they float through the air.
There is no sun in Dains and there never was. During the 10 hours of day the entire plane just glows as light is emitted from the sky itself. The day is followed by a dim 2 hours of dusk which is followed by 10 hours of night which in turn is followed by a dim 2 hours of dawn that is finally followed by another day. This Cycle is always the same and never changing except on Rahdorth and Cordorth; universal holidays where Dains experiences a full 24 hours of day and night respectively.
Days are divided into weeks and weeks into years. There are no months but there are seasons. Eath season is 13 weeks except for the last season that usually hosts several festivals and marks the end of the year. There are 10 days in a week and 40 weeks in a year. When writing or giving a date the day is first, followed by the week, followed by the Season, followed by the year. When being formal the full name of the age is tagged on as well.
Cair season 13 weeks
Rahdorth: W6D5
Call Season 13 Weeks
Aldaemaran W6D1
Era Season 13 Weeks
Cordorth: W6D5
Cubey Season: 1 Week
Aldaemaran is the name given to a series of games held every year. It is a time for all Terrans to lay aside any political, religious, or otherwise differences, as Athletes form all the major cities or settlements compete for prestige, prizes, and entertainment. Aldaemaran lasts an entire week in the middle of the Call season and takes place far south of Mathai on an artificially made island eith the final two days being used for the grand tournament and closing ceremony.
Inhabitants
- Spoiler:
- The majority of the inhabitants in Dains are Terrans or mortal/non-flying/ those that require stable land to survive. A lot of Terrans live in one of the three countries but there are some communities that exist on un anchored islands and the especially daring ones settle new lands on the other side of a Diebas. The minority of the inhabitants are Djins, Silver and white dragons, and air elementals.
The Wishful War
- Spoiler:
- The wishful war refers to the war between Djinns and all Terrans that officially started in 1010 when the Djinns attacked the city of Deyenieye killing all of but a handful of the inhabitants. The Djinns main combatants consist air mephitis with the Djinns themselves providing support from the back and the occasional invisible stalker assassinating key targets. Engagement with Djinns is always dangerous, even when one thinks they have an overwhelming advantage. It only takes a single wish from a Vizard to turn the tide of a battle. For all citizens it is recommended that when a Djinn is sighted to run as far and fast as possible. Djinns rarely take prisoners; only doing so to gain information.
Navigation
- Spoiler:
- Navigation in Dains is difficult at best. There are no stars to follow at night and no magnetic north. To successfully navigate the world an Aes compass is required. An Aes compass looks like an 24 inch diameter compass set in a gyroscope with 3 very slim points colored red, blue and green. The red arrow always points to Psyli, the blue to Melna, and the green to a trading village in Sindarin. By using an Aes compass and a little math a navigator can pinpoint where in the world they are no matter where in Dains they may be. Bigger compass' can be made if one expects to venture extremely far from the countries.
- Spoiler:
- The maze of winds refer to the giant dome of air currents that surround the tree countires and protect them from harm. It is called this because it is a literal maze of shifting air current that can only be navigated with the help of seers or extremely talented and lucky navigators. The maze of winds can be circumvented by a diebas south of Melna.
- Spoiler:
Age of The lost 0-200
Little is known of this age. Legend has it than Terran creatures floated helplessly through the never ending sky. This time was filled with Terrans desperately trying to survive an alien world with so little people and land.
Age of Rebirth 201-1050
The event called the arrival marks the beginning of this age. During this time the gods Falwin, Ecanus, and Ki arrived and saved the Terrans. They changed the empty waste land and made it so that Terrans could not only survive, but thrive.
Age of Invention 1051-1156
Nothing truly marked the beginning of this age. With Terrans fully comfortable in their stable word they were able to turn their attention to other matters. Ideas flourished during this time and almost all inventions, most notably the Inbus engine, come from this age. The invention of the Tua adapter marks the end of this age.
Age of Exploration 1157-present (1188)
After a few accidents with random energy spikes around the few metal balls; it was discovered that under the proper conditions these balls allowed teleportation to other identical spheres in the plane. Shortly after an add-on was created for the Inbus engine that allowed ships to jump at will called a Tua adapter. This is the current age and so far many new and strange lands have been discovered using these orbs.
Powers
Magic and Psionics are different.
Countries
- Spoiler:
- Mathai
Capital city: Mael’na or Melna
A country around the origin of Terrans.. This is considered the most innovative, educated, and magically advanced country. All non-weapon inventions and discoveries originated in this country. The people are more or less people of thought than people of action. The capital is the place to find anything magic, psychic, or other. It is home to the most prestigious academies and collages in all the countries. Mathai is governed by an elected council.
Aku
Capital city: Psyli
A traditional, powerful, and surprisingly modern country. The people of Aku live their life by a code of honor and very old traditions that has evolved to fit with the times. Aku is the birthplace of guns and gun powder and boasts the strongest military of the three countries and is mostly responsible for all weaponized inventions. Walking in the capital is akin to walking into feudal Japan save for the flying ships and other modern conveniences. Aku is technically directly ruled by Ecanus himself, though this is more ceremonial with military generals controlling certain portions of the land.
Sindarin
Capital “city”: Ki
Whereas the other countries are groupings of islands, Sindarin is one giant continent made of earth covered in trees and lush plant life. Sindarin is considered a country in the loosest sense of the word. There is no central government or organized military, Sindarin exists as an extremely loose confederation of villages, and tribes. Only those that respect nature can survive here and woe to those that seek to invade for they find that the forest itself will come to the lands defense. Ki is as much a city as it is a living being. The city itself is a large tree, nearly a half mile in height that moves through the forest. The city is difficult to find as it moves through the dense forest it calls home. It is in this massive tree that Ki is entombed and the entire city is considered holy ground.
Currency
- Spoiler:
- Paper money called Lindiers backed by the Lolindier company, a very successful and old trade guild. The paper money has several counter measures to prevent counterfeit and any attempt at counterfeiting comes with a harsh punishment.
1 copper = 1 Lindier
Technology
- Spoiler:
- Dains technology more or less resembles renaissance technology with a few exceptions.
Melna produces substance called eternum that, when infused with magic, moves perpetually for very long time frames. This substance has been made into perpetually spinning gears that constantly wind a series of springs. This series of springs is called a clockwork battery and is used to power other clockwork inventions. All clockwork device have a run time before they must be left alone to automatically charge.
A few notable inventions:
Clockwork soldiers
Air ships*
clocks/ watches
Clockwork Carriage
Clockwork Individual Propeller System (CIPS)
Clockwork Armor
Clockwork inventions are expensive because of the sheer amount of time, precision, and materials needed to make them. Clockwork engineers are artists as well as craftsmen. Clockwork tech falls under knowledge engineering. Creating clockwork devices requires the appropriate feats (Craft clockwork arms and armor and craft clockwork item) as well as a Clockwork kit which costs the same as a gunsmithing kit. To create intelligent clockwork devices or magically infused devices require the craft construct and craft wondrous item feats respectively.
Clockwork gear recharges at a rate of of 1 charge per 2 hours
*There are two types of air ships. One type hovers thanks to large sacks filled with hot air like a hot air balloon and uses its sails to catch natural wind currents. The other type is equipped with a clockwork engine and uses said engine to hover with a series of propellers. This clockwork ariship can use sails to move as wall as use an extra set of propellers. Using this extra set however drains the clockwork battery quickly and running out of power in a world with no floor is usually not a good idea.
- Spoiler:
- Commonplace Guns: While still expensive and tricky to wield, early firearms are readily available. Instead of requiring theExotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed in this book, but advanced firearms and their ammunition are still rare and cost the full price to purchase or craft.
To use clockwork Firearms requires the Exotic Weapon Proficiency (Clockwork firearms) feat.
Clockwork Gear
- Spoiler:
Sniperglass
Price: 150,000 LI
The Sniperglass is an advance version of the spy glass decreases the perception penalty to distance to -1 per 30ft when looked through. The strength of magnification on the Sniperglass however makes aiming at anything within 80ft difficult confering a -2 penalty on all shots to do so. Attaching and removing a sniperglass from a firearm is a fullround action.
Construction
Craft DC: 25 (clockwork or glassworking) Cost: 75,000LIAuto Climber
Price 70,000 Li; Slot none; Weight 3 lb.; Capacity 20; Usage 1 per 50 ft
DESCRIPTION
The auto climber is a handheld device that can be attached to any rope like object and can run back and forth along the object at (usually) 120ft per round carrying up to 220lbs. The autoclimber can be attached to a belt, strapped to an arm, or have a handle installed to hold onto.
CONSTRUCTION
Craft DC 20; Cost 35,000 Li; Craft Clockwork Item, Clockwork KitHookshot
Price 68,000 li; Slot none; Weight 1 lb.; Capacity -; Usage -
DESCRIPTION
The hookshot is a device which appears much like a light crossbow. However instead of the bow with bolt set into it, the hookshot possesses a grappling hook with retractable rope and spring-launch system. Using the hookshot is as simple as pointing and shooting, releasing a line out up to 50 feet. The hook can either snag onto a nearby object or impale it and drive its hooks into the surface. It deals 1d8 points of piercing damage on impact (for medium creatures), and can only impale through objects if it deals at least 1 point of damage after hardness.
If the object weighs equal or less than the user, the object is dragged towards the user and ends up in their space. If the object weighs more than the user or is immobile, then the user is dragged towards the object instead. A single hookshot can drag up to 300 lbs, and the rope itself can support (but not drag) up to twice that amount. Firing the hookshot is a standard action, and retracting the line is a move action.
The hookshot can be used in combat as a light crossbow. The hookshot does not penetrate creatures, as they tend to be too lumpy, misshapen, and mobile to get a good grip. Only helpless or willing creatures can be grabbed like this, and the hook embeds in them, dealing the weapon damage when pulled out (1d8 typically). Rapid Reload reduces the retraction time to a free action while using it as a weapon, but not when dragging objects or yourself. Normally, operating a hookshot requires two hands. However, you can shoot and retract the hookshot with only one hand at a -2 penalty on attack rolls. You can shoot a hookshot with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing.
The rope may be extended by an additional 50 feet for +50 gp, but the retraction speed of 50 feet remains the same which may require 1 or more rounds of retracting particularly distant objects. You may increase the amount of weight it drags by 100 lbs for an additional +15,000 li.
CONSTRUCTION
Craft DC 20; Cost 34,000 li; Craft Clockwork Item, Clockwork KitThree Dimensional maneuvering gear
Price 500,000 li; Slot none; Weight 6 lb.; Capacity 10; Usage 1 charge/10 min
DESCRIPTION
It is a belt with a pair of grappling hooks and lines, traditionally run through their specially built segmented swords handles but able to fire from handles of their own. Traditionally, 3D maneuver gear is matched up with a set of segmented swords and two boxy sheathes, which support the springs and gears and have 6 spare blades each for their swords (treated as short swords).
The grappling hooks extend 50 feet for each grapple and behave as they were a hookshot in all respects. In fact for those without proficiency, the 3D maneuver gear is little more than a connected pair of hookshots. However, those with the 3D Maneuver Gear Proficency feat can unlock its potential, using a combination of extremely rapid hookshotting and high speed propeller to swing around and about objects at high speed, provided there is an environment within 50 feet on either side to grapple on. Mechanically, this effectively grants the user a fly speed of 50 feet (perfect) provided there are objects nearby the hookshot can penetrate, and the flying is limited to around grapplable objects +50 feet for the length of the rope. Also unlike normal flight, at no point is the user at rest and may not hover unless they are hanging from a ceiling or rappelling down a wall. They must move their full movement (50 feet) each time. Fortunately, they benefit from Spring Attack for free while using it and proficient, allowing a creature to move, attack, and continue moving. Those who already have Spring Attack instead gain pounce while using this, allowing them to make a full attack to a creature, or spreading their attacks among any number of creatures along their flight path. A surface at least 10 feet high is needed to get airborne and proceed with the airborne gymnastics. Because 3D maneuver gear's grappling hooks must reliably pierce objects, all 3D maneuver gear is tipped with adamantine (factored into the price).
Those with proficiency may fire and retract an unlimited number of times for the purposes of movement as part of another move action, though it is still an attack action if using the grappling hooks to attack a creature.
The 3D maneuver gear takes up the belt slot. It may be then further enhanced as a magic item (such as a belt of giant strength)..
CONSTRUCTION
Craft DC 25; Cost 250,000 li; Craft Clockwork Item, Clockwork KitFilter Mask
Price 450,000 li; Slot none; Weight 1 lb.; Capacity 10; Usage 1 charge/hour
DESCRIPTION
A filter mask is a clear plastic shield worn over the entire face. The mask has several filters and scrubbers that purify the air the user breathes in and give the mask an unintentionally fearsome look. While the mask has power, the wearer is completely immune to inhaled toxins or diseases. Even when the mask has no power, it grants the wearer a +3 resistance bonus on all saving throws made to resist airborne toxins and diseases.
CONSTRUCTION
Craft DC 25; Cost 225,000 li; Craft Clockwork Item, Clockwork Kit
Clockwork Individual Propeller System (CIPS)
Price 1,800,000 li; Slot shoulders; Weight 10 lbs.; Capacity 100; Usage 1 charge/round
DESCRIPTION
A CIPS consists of a pair of cylinders with a pair of propellers sticking out the top worn on a shoulder harness with a pair of motion-sensitive rings worn on the thumbs that are connected to the cylinders to control the CIPS. The CIPS can be activated as a swift action and grants a fly speed of 60 feet with poor maneuverability. If the wearer successfully hovers near ground level, she obscures visibility as though she had the Hover feat.
A CIPS can be operated in overdrive, giving the wearer a fly speed of 90 feet with clumsy maneuverability and consuming twice as many charges per round.
While it is normally possible to wear an item in the shoulders slot as well as an item on the back, a CIPS bulk precludes the wearer also using a backpack, or other items worn on the back.
CONSTRUCTION
Craft DC 26; Cost 900,000 li; Craft clockwork Item, Clockwork Kit
Flashlight
Price 3,000 li; Slot none; Weight 1 lb.; Capacity 10; Usage 1 charge/8 hours
DESCRIPTION
When activated, a flashlight creates a beam of normal flickering light in a 60-foot cone. It also increases the light level in the area beyond this initial cone by one step, out to a 120-foot cone. It does not increase the light level in normal light or bright light. A flashlight has no effect in areas of magical darkness.
CONSTRUCTION
Craft DC 16; Cost 1,500 li; Craft Clockwork Item, Clockwork Kit
Clockwork Battery
Price 10,000 li; Slot none; Weight 1 lb.; Capacity —; Usage —
DESCRIPTION
Most Clockwork items are powered by their own eternum gears and one only needs to wait for it to automatically wind the springs in the device. But this process is long and your life could hinge on whether your clockwork device has enough wind left. The clockwork battery resembles a slightly larger D battery and can fit in almost any clockwork device that has a battery slot and provides that device with an extra 10 charges. Inserting or ejecting a battery is a move action. Clockwork batteries do not have an eternum gear and thus do no wind themselves. They must re-wound at a Clockwork generator. There is a 20% chance that the battery breaks.
CONSTRUCTION
Craft DC 25; Cost 5,000 li; Craft Clockwork Item, Clockwork Kit
Chainsaw
Price 270,000 li; Type two-handed melee; Proficiency exotic; Dmg (M) 3d6 slash.; Dmg (S) 1d12 slash.; Critical 18-20/×2;Capacity 10; Usage 1 charge/hr.; Special deadly, distracting; Weight 10 lbs.
DESCRIPTION
Originally developed for use as tools, chainsaws work remarkably well as weapons and are often used by lunatics or those who want to intimidate their enemies. A chainsaw consists of a weighty housing for the clockwork engine that is fitted with two handles, and a 2- to 3-foot-long blade extending from the front, around which a whirling, buzzing chain of razor-sharp cutting links spins at blinding speed when the weapon is activated. It's a standard action to activate a chainsaw, and doing so consumes a charge of power. The chainsaw continues to run constantly after activation, draining an additional charge each hour. A dropped chainsaw automatically turns off unless it is set down carefully as a move action. The buzzing of a chainsaw's blade is loud and distracting (but not deafening), causing anyone carrying an activated chainsaw to take a -10 penalty on Stealth checks. An activated chainsaw grants a proficient user a +2 morale bonus on Intimidate checks.
CONSTRUCTION
Craft DC 20; Cost 135,000 li; Craft Clockwork Arms and Armor, Clockwork kit
Monowhip
Price 7,000,000 li; Type light melee; Proficiency exotic (whip); Dmg (M) 2d6 slash.; Dmg (S) 1d10 slash.; Critical 18-20/×3;Capacity 10; Usage 1 charge/rnd.; Special performance, reach, touch; Weight 1 lb.
A monowhip is a deadly melee weapon capable of inflicting horrible wounds, even in the hands of the weak. An inactive monowhip looks like a short metal baton, but when it's activated it lets out a quite high pitch hum and a small weight detaches, revealing a 15-foot-long monofilament length. Wielded like a whip, a monowhip slices deeply into targets and can inflict grievous critical hits with shocking ease. Attacks made with a monowhip resolve as touch attacks, and they ignore hardness as if the monofilament were made of adamantine. A monowhip's damage cannot be enhanced by strength, as the monofilament slices with equal ease regardless of the force applied. Activating a monowhip is a move action; once activated, the whip consumes power incredibly quickly, at the rate of 1 charge per round.
CONSTRUCTION
Craft DC 32; Cost 3,500,000 li; Craft Clockwork Arms and Armor, Clockwork Kit
Clockwork Pistol
Price 1,000,000 li; Type one-handed ranged; Proficiency exotic (clockwork firearms); Dmg (M) 1d8 ; Dmg (S) 1d6; Critical ×2;Range 50 ft.; Capacity 10; Special semi-automatic, touch; Weight 6 lbs.
DESCRIPTION
A clockwork pistol is a complicated mass of gears and springs that work together to quickly put ammunition in the chamber. The clockwork pistol boasts higher capacity and a faster fire rate than its revolver cousin. Each shot of a clock work pistol still requires advanced bullets (dose of powder, bullet, metal cartridge)
CONSTRUCTION
Craft DC 23; Cost 500,000 li; Craft Clockwork arms or armor, Clockwork kit
Clockwork Rifle
Price 2,000,000 li; Type two-handed ranged; Proficiency exotic (Clockwork firearms); Dmg (M) 2d6 ; Dmg (S) 1d10 ; Critical ×2;Range 150 ft.; Capacity 70; Usage 10 ; Special automatic, touch; Weight 19 lbs.
DESCRIPTION
A Clockwork rifle is a larger, more powerful version of a Clockwork pistol, except that it comes with a 70 round drum.
CONSTRUCTION
Craft DC 27; Cost 1,000,000 li; Craft Clockwork arms or armor, Clockwork kit
Clockwork Shotgun
Price 2,000,000 li; Type two-handed ranged; Proficiency exotic (Clockwork firearms); Dmg (M) 1d10; Dmg (S) 1d8; Critical ×2;Range 40 ft.; Capacity 6; Special semi-automatic, touch, scatter; Weight 15 lbs.
DESCRIPTION
This advanced version of the shotgun shoots in 40 ft cone when pellets are used or a 40 ft range increment when a slug is used.
CONSTRUCTION
Craft DC 27; Cost 1,000,000 li; Craft Clockwork arms or armor, Clockwork kit
Autograpnel
Price 400,000 li; Type two-handed ranged; Proficiency exotic (clockwork firearms); Dmg (M) 1d8+6 pierc.; Dmg (S) 1d6+6 pierc.; Critical×3; Range 30 ft.; Capacity 20; Usage 1 charge; Special grapple, slow-firing; Weight 10 lbs.
DESCRIPTION
An autograpnel looks like a rifle with a small adamantine spike protruding from its barrel. When fired, an autograpnel launches the spike with a muffled bang. The spike trails an incredibly strong and thin metal cable behind it. An instant after the spike punches into a solid target, tiny spurs lance out of it, anchoring the spike in place. An autograpnel's cord is long enough to allow the grapnel to reach its maximum range of 300 feet, and the internal retraction motors are strong enough to hold up to 500 pounds of weight. If the grapnel misses its target, it can be rewound into the gun as a standard action; reattaching the grapnel to the gun barrel is a move action.
An autograpnel strikes with an effective Strength score of 22 for the purposes of determining damage. If it strikes a creature, it remains lodged in the target and connected to the rifle and its wielder by the metal cord. This cord has AC 12, hardness 10, and 20 hp. A successful DC 32 Strength check is required to snap the cord. If the wielder retracts the cord while it's attached to a creature, the autograpnel attempts a pull combat maneuver check with a CMB of +16. If used against objects, an autograpnel can pull an item that weighs 25 pounds or less back to the user as a full-round action, or it can pull a heavier object that weighs no more than 100 pounds back to the user at a speed of 20 feet.
When attached to a solid object, the gun's retraction rate can be set to maintain a taut line while the gun is attached to a harness worn to aid climbing checks.
CONSTRUCTION
Craft DC 20; Cost 200,000 li; Craft Clockwork Arms and Armor, Clockwork kit
Clockwork Piercer
Price 3,000,000 li; Type two-handed ranged; Proficiency exotic (Clockwork firearm); Dmg (M) 3d10; Dmg (S) 3d8; Critical ×4; Range 200 ft.; Capacity 10; Special slow-firing, touch; Weight 14 lbs.
DESCRIPTION
The Clockwork piercer is truly a work of deadly art as it uses magic, psionics and science it perfect conjunction. A Clockwork Piercer uses psionic crystals to convert bullets placed in its sequencing chamber into hyperdense shells that it then accelerates to astounding speed and fires from its Magically charged barrel. The weapon's rate of fire is slow compared to most other Clockwork weapons, yet its relatively high damage combined with its potential for particularly grisly critical hits makes it a much sought-after weapon for long-range combat. Shots fired from a Clockwork Piercer bypass an object's first 10 points of hardness, and can completely penetrate targets without hardness.
When making an attack with a Clockwork Piercer, make a single attack roll and compare that result to the ACs of all creatures in a line extending out to the weapon's maximum range. This weapon damages all targets with an AC equal to or lower than the attack roll. However, if the attack's damage fails to penetrate any target's hardness or damage reduction, this shot is blocked and cannot damage targets that are farther away.
CONSTRUCTION
Craft DC 32; Cost 1,500,000 li; Craft Clockwork Arms and armor, Craft magical arms and armor or an additional 3000 gp, Clockwork kit
Automatic: This weapon can act as a semi-automatic weapon (see below), or it can fire a burst of shots with a singlepull of the trigger to attack all creatures in a line. This line starts from any corner of the wielder's space and extends to the limit of the weapon's range or until it strikes a barrier it cannot penetrate. When using an automatic weapon to attack all creatures in a line, the wielder makes a separate attack roll against each creature in the line. Each creature in the line can be attacked with only one shot from each burst. Each attack roll takes a -2 penalty, and its damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike. Effects that grantconcealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not affect an automatic weapon's line attack. Roll to confirm each attack roll that threatens a critical hit separately. A single burst with an automatic weapon consumes 10 charges. When taking a full-attack action with an automatic weapon, the wielder can fire as many bursts in a round as he has attacks, provided he has enough charges to make all of the attacks.
Semi-Automatic: A semi-automatic weapon normally fires one shot as an attack. However, the user can take a full-attack action to fire twice, as if using the Rapid Shot feat (including taking a -2 penalty on all attacks). If the wielder has the Rapid Shot feat, she can use the additional shot from that as well, but the penalty for all shots fired in that round increases to -6.
Slow-Firing: A slow-firing weapon requires a full-round action to use, and thus cannot be used to make iterative attacks.
Touch: Attacks with the weapon resolve as touch attacks.
Armor
- Spoiler:
- Gel Vest
Price 35,000 lo; Type light; Weight 12 lbs.; AC +2; Max Dex +4; Penalty -1; Spell Failure 5%
DESCRIPTION
This is a form of protective covering is made from an alchemical gel that hardens when exposed to concentrated heat and covered in a thin cloth. The armor bonus of this vest is increased by +3 (to +5) against attacks from firearms, and such attacks are never made as touch attacks.
Gel Vest, Tactical
Price 50,000 li; Type light; Weight 15 lbs.; AC +3; Max Dex +3; Penalty -2; Spell Failure 10%
DESCRIPTION
This is a more covering version of the gel vest, with thicker protection over vital areas and coverings for the lower abdomen and shoulders. The armor bonus of a gel vest is increased by +3 (to +6) against attacks from firearms, and such attacks are never made as touch attacks.
Gel Armor, Reinforced
Price 75,000 lo; Type Medium; Weight 30 lbs.; AC +5; Max Dex +3; Penalty -3; Spell Failure 15%
DESCRIPTION
Reinforced gel armor covers a larger area of the body and includes a layer of chainmail and plates to improve its protection against non-ballistic attacks. The armor bonus of the armor is increased by +2 (to +7) against attacks from firearms, and such attacks are never made as touch attacks.
Clockwork Juggernaut
Price 1,000,000 li; Type Heavy; Weight 90 lbs.; AC +11; Max Dex +0; Penalty -8; Spell Failure 40%, Speed 15ft, 10ft Capacity 24; Usage 1 charge/hour.
DESCRIPTION
Traditional armor can only be so thick before weight and mobility become an issue. With the advent of clockwork gear this maximum capacity has been increased. The clockwork Juggernaut is a combination of several gel and metal plates woven together and padded into an air tight armor with a thick helmet with gel encased in the center all supported by a clockwork skeleton to increase mobility and make this armor viable for combat. The clockwork Juggernaut comes with back mounts and ports to allow for easy attachment with a set of compressed air tanks, a CIPS, large weapons, or other devices. When activated the wearer ignores the weight of the Clockwork Juggernaut and any attached devices to the armor when calculating encumbrance. When not powered the wear must make a forced march check every hour, the movement speed of the armor is reduced by 5 ft, and the wearer suffers the armor check penalty even if they are proficient with heavy armor. Firearm attacks are never made as touch attacks against armors.
CONSTRUCTION
Craft DC 30; Cost 500,000 li; Craft Clockwork arms or armor, Clockwork kit
Gel Shield
Price 60,000 li; Type Shield; Weight 25 lbs.; Shield Bonus +2; Max Dex +6*;
Penalty -3; Spell Failure 35%
DESCRIPTION
*If wearing other armor with a max Dex bonus, reduce that value by 1 when also carrying a gel shield.
The gel shield is a large, heavy steel shield with a gel interior designed to stop even heavy weapons fire. The shield bonus of this shield increases by +2 (to +4) against attacks from firearms, and such attacks are never made as touch attacks.
Vehicles
- Spoiler:
- Clockwork Bike
DESCRIPTION
These two-wheeled vehicles are often used for racing or transportation for rich kids.
Large Land vehicle
Squares 2 (5 ft. by 10 ft.; 5 feet high); Cost 3,200,000 li
DEFENSE
AC 9; Hardness 5
hp 30 (14)
Base Save +0
OFFENSE
Maximum 90ft; Acceleration 30ft
Attack ram 1d8
CMB +1; CMD 11
DRIVE
Propulsion Clockwork Engine (propelled; 2 Medium creatures or 1 Large creature)
Driving Check Acrobatics
Forward Facing toward the handle bars
Driving Device Handle bars
Driving Space the most forward square of the bike
1charge an hour
Capacity: 5
CONSTRUCTION REQUIREMENTS
Skill(s) Craft (clockwork) DC 20; Cost 1,600,000 li
Feats
- Spoiler:
- 3D Maneuver Gear Proficency (Combat)
Prerequisites: Fly 4 ranks
Benefit: You can use 3D maneuver gear to its full effect (as listed in the item description). In addition you gain additional benefits the more ranks in Fly you possess, as below.
6 ranks: You can hook onto unwilling creatures almost as easily as you do walls. To do so you must make a ranged attack against a creature; if you hit and deal at least 1 point of damage, your hook sinks in and you may use the creature as a focal point for your 3D maneuver gear. The hook may be released as a free action, or the creature may tear it out of their body as a move action (dealing the weapon damage again, 1d8 for medium hookshots).
12 ranks: You are so adept at moving around you negate fall damage, as long as you are within range of a grappling surface. You gain a +2 dodge bonus to AC when actively flying around with the 3D maneuver gear
18 ranks: You move around so quickly creatures can't seem to target you. You do not provoke attacks of opportunity while moving around with your 3D maneuver gear.
Language
- Spoiler:
- Language varies but common is of course common. All three countries speak common and it is treated as a universal language.
There is an ancient language/code that does exist. It has been the subject of much study and is incredibly confusing to learn. No use of spell or psionic power grants the ability to understand this strange tongue and there has been little headway in translating it the old fashion way.
GODS
- Spoiler:
Falwin: NG
Ecanus: LG
Ki: CG
Samsag: all Evil
Gods
Falwin
LegendsTitleThe Watcher, The Dragon PortfolioCivilization, Progress, Growth Typical WorshipersMages, Psychics, Philosophers Typical Worshiper AlignmentNeutral DomainsCommunity, Artifice, Knowledge, Nobility, Air, Good, Weather, Scalykind, Sun SubdomainsConstruct, Cooperation, Aeon, Leadership, Seasons, Dragon, Light Favored WeaponLong Sword, Rapier, Cutlass, Scimitar, Ankus, Falchion, Glaive, Lance, elven curved blade Favored Animal(s)Falcon, Eagle, Owl
Falwin, the watcher, usually takes the form of an enormous golden dragon and is sometimes depicted as a beautiful woman. It is said that she is the reason Dains is the way it is save for the land masses that are provided by Ki. With such a large amount of races and different needs she divided up the world with the differing climates and attached the weather to islands. She created day and night so Terrans may have a time of rest and she willed a down direction so those without flight may build a stable life. It is said that she lives
Ecanus
LegendsTitleThe Samurai, The Tireless one PortfolioHonor, Justice, Defense Typical WorshipersKnights, Samurai, Soldiers Typical Worshiper AlignmentLawful Neutral DomainsDeath, Law, Protection, War, Glory, Artifice, Strength, Good SubdomainsHonor, Resolve, Defense, Undead, Loyalty, Construct, Good, Resolve, Favored WeaponKatana, No-Dachi, Wakazashi, Scyth, earth breaker, Bows, Longhammer Dwarven, Heavy Crossbow, Long Bow Favored Animal(s)Tiger, Lion, Horse, Dog
Ecanus takes the form of a noble looking zombie. It is said that while Ki and Falwin were making the world it was Ecanus that defended them and the Terrans from the onslaught of enemies that wished to wipe them out. Ecanus fought for days without rest until the tenth day when the constant siege finally ended and the creation of the world was finished. During this small reprieve he created the maze of winds to protect the new fledging nations. When the Terrans need him most he will reappear to fend off those that seek their destruction.
Ki
LegendsTitleMother, The Martyr PortfolioNature, Divine, Magic Typical WorshipersDruids, Parents, Healers, Rouges, Fey, Trents Typical Worshiper AlignmentChaotic DomainsEarth, Good, Healing, Liberation, Magic, Plant, Luck, Repose, Rune, Travel SubdomainsFriendship, Restoration, Freedom, Divine, Arcane Martyr, Exploration, Language, Souls Favored WeaponMace, Dagger, Cestus, Kukuri, Kunai, Club, Morning star, dart, sap, Kama, Short Bow Favored Animal(s)Wolf, Lepord, Cheata, Cats, Monkeys
Ki is sometimes shown as a motherly figure or as the tree where she is said to be entombed. Legend says that it was her who created the land and the plantlife that lives there. It was with the combined power of her and Falwen that the world is what it is today. But there was only so much that the two could create; Ki sacrificed herself after the creation and enfused the world with magic both divine and arcane as well as well as blessing all the Terrans.
Samsag
LegendsTitleFather of Lies, Lord of the Twilight PortfolioCorruption, Destruction, Power Typical WorshipersCultists, Demons, Devils, some evil Djinns Typical Worshiper AlignmentEvil DomainsChaos, Charm, Darkness, Death, Destruction, Evil, Liberation, Madness, Trickery, Void, War, Fire SubdomainsDemon, Lust, Loss, Murder, Undead, Hatred, Rage, Torture, Catastrophe, Corruption, Demon, Fear, Freedom, Insanity, nightmare, Deception, Greed Favored WeaponWhip, Greatsword, Great ax Favored Animal(s)Crows, rats, and other scavangers.
Samsag is often depicted as a large looking demon. This foul monster smuggled its way into the Terran relm after creation to live off the splendor that the trinity provided. It is the embodiment of everything evil and vile in the world. It leads good Terrans astray with false promises and quick power and its only goal is the death and destruction of all mortals. It is said that Samsag is the reason that the wishful war begun when he convinced a powerful Djinn to wage war with Terrrans.
The moon at the end of the world.
- Spoiler:
- Every night a bluish green moon rises in the “west” and moves through the sky to set in the east. It simply materializes to start its treck in the sky and dematerializes when it finishes. It is believed that it was created by Ki and that Falwin and Ecanus live there.
Game Rules
- Spoiler:
Pathfinder
15 point buy
Level 1
Two traits
Advanced firearms
No character can be older that the age of invention.
everything is open but if you want to play a nonstandard race or 3rd party class you have to check with me.
Teleporting is difficult so all teleporting spells, and powers are considered two spell levels higher.
Spells that deal with other planes will probably not work. (Summon spells are an exception)
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Sandbox
This is a sandbox campaign meaning that you are free to do whatever you want As a group. But in order for this to work you all need to figure out what it is you want to do or accomplish or what you want out of this campaign. So discuss among each other what you would like to do. This is a fantasy world so anything is really up for grabs. You can be pirates and plunder the many unmarked islands, intrepid explorers jumping from island to island, underhanded politicians, a group of kolbalds living under an island that follow a false dragon god. It can be as big or as small as you want but I need to know before hand to make it work. In this campaign character backstory comes to the forefront because your characters are actively pursuing goals that will be important to them. (or not, for all I know you could play golems with no free will.)
This is not all the information so feel free to ask questions about the rules or the world. Some campaign ideas will need more info and when a direction is decided more will also be given.
There is no experience, I reward level ups at different points.
Special metal Item Rules
- Spoiler:
- All weapons are masterwork and their maker is proficient in the weapon. All weapons can be used where a special item or focus is called for. It can be used to channel divine power from the good gods as a holy symbol. It can be used as the wizards bond, the magus black blade ect. It costs 25% less to enchant these items. These Items can also substitute as spell components for spells or powers that require expensive components although it can only be used once this way. For example, using the item to substitute for a diamond for the wish spell for example will work but afterword the item would be left magicless; only retaining its masterwork and proficiency quality.
Weapon Properties
Red[50% more hp than steel and just as hard]
Time seems to blur and warp around weapons made from this metal. Weapons made from this metal grant a +1 circumstance bonus on attack rolls.
Blue Inbrux [same stats as iron]
Inbrux is Either found hot or cold. Weighing the same as Iron it deals +2 cold or fire damage depending on the element on an attack. It also does the same amount back on the wielder unless it is their special weapon
Clear [Same stats as Iron]
Armor made from this inceases the max dex bonus by 2 and decreases the armor check penalty by 3. Weaers gain a +2 bonus to all saves against magic and psionic sources and the armor category is considered one less. Though you still require proficiency. The spell failure chance is increased by 20% regardless of class abilities, special features, or feats. Weighs 30% of normal.
White [HP 30\in and 15 hardness]
Weapons made of this metal count as both good and silver when trying to bypass damage reduction. And creatures whose damage reduction/regeneration is overcome by silver/good or are vulnerable to silver/good take 50% more weapon damage
Last edited by Elit3Fla5h on Thu Aug 25, 2016 11:58 am; edited 26 times in total