[alternate slot - may become regular if participation is low]
- Character Creation:
- Assume any core material is permissible. For all else, ask. If it requires any considerable amount of effort on my part, it is banned. Leadership and look-alikes are banned. Unusual or monstrous PC races are most likely banned. Your character begins at level two.
There are no traits. You do, however, gain a background feat of your own devising. This feat is not the equivalent of a class feature, it is a feat. It is preferably doused in flavor syrup atop a flavor pancake.
Your character has two flaws. The severity and effect of these flaws are entirely up to you. They can be negligible. They can be roleplay instead of mechanical. The point is, your character has two flaws.
Ability Score Generation
Roll 2d8+2 six times for each ability score. Roll an additional 4d8. You may replace any previously rolled die with one from this additional pool. You can swap any two ability scores up to four times. You can apply for a redo if you have trash rolls or cannot fill out your chosen class. You
canwill ask senpai for help, so that senpai will see your rolls. Senpai = any player or myself.
500 gold doubloons (equivalents: 50,000 copper pieces, 5,000 silver stars, 50 platinum tessera).
Setting Specific Items:
The party will begin as a group of bounty hunters. The party can decide amongst themselves whether they have prior knowledge of another or if they met on the course of pursing this bounty (former relationships, even if just reputation, is encouraged). The bounty constitutes retrieving the ancient and mysterious Relic of the Rock from thief Jack McLough. The bounty was offered by Saint Paulina Frances Melissiade from the village of Mane, a remote settlement in the mountains removed far beyond any national borders. Play will begin in the town of Elucius where players seek/learn of a guide providing passage to Mane. The guide, Maenar, belongs to the same clergy of Paulina and is offering free services to bounty hunters.
Backstory & Alignment
Run it by me. If your character can't act civil in a party format, responds lethally to upsetting things, or is otherwise too much a antisocial scumbag I will kill it. Gleefully. Maybe with flashy exploding magic, or
just some falling rocks. Anti-resurrection falling rocks.
- Magic In Abundance:
- The material world is saturated with magic. Although difficult and dangerous to use, it is hardly beyond the reach of anyone resolved to apply it (given that they are one of the magically endowed races, and not some mundane kitty-cat). The powers that be emerged through its trials, and industry standards have been set by its capabilities. Courts of law commonly maintain 'zone of truth.' 'Create water' is a staple of crop irrigation.
Not all the races of the world can magic. While it is safe to assume any playable race has been gifted magic, animal companions and the like may not be compatible with particular magic items. On that vein, use magic device is an unusable skill for a magic-less race.
Character Wealth, Magic Items
Gold gain for player characters will be linear rather than exponential. In other words, expect less wealth. Items normally available in pathfinder may not be available in this campaign, even to craft. Additionally, those items available may have different pricings. Trade guilds regularly invest in magic markets, vying to produce magic items at reasonable costs.
Characters have one point of essentia per character level (or hit die). Essentia is used to bond powerful magic items to a creature. Essentia rules replace magic item slot rules. Different creatures may require more or less essentia to bond the same item. Non-magical races may not be able to bond with every item.
Player's are not expected to have crafting time. The craft skill, however, is still like to be employed by other means. Magic item creation feats are banned, replaced under the blanket 'Magicraft' feat. This new feat enables a character to interact with most of the campaign setting's magical crafting rules (which will be explained in-depth as they come up). The skill spellcraft will be tied to most magicraft checks, although it may be replaced with another craft skill if relevant (a magic ring could use goldsmithing).
- Weapons and Armor:
- These items cannot be enhanced through normal pathfinder rules (no +1 Flaming Frost Daggers). Class abilities which grant these enhancements (such as the Warpriest's sacred weapon) function as normal, although may have the option for a variant replacement. Weapons and armor may be made from a single prime (special) material, may have a single attachment (i.e. wand chamber), and have a number of augment slots dependent upon their type. In addition to its normal bonuses, the masterwork quality confers a bonus augment slot.
A weapon is considered magical so long as any of its augment slots are filled. Filling such a slot requires an augmenter to sit down with a set of equipment called an 'augmentation table' and the precept of the augment to be applied. The augmenter must also possess the magicraft feat. He or she must succeed at a spellcraft check over the course of a minute. Knowledge of spells related to an augment can reduce the spellcraft DC. Filling an empty augment slot requires a 500 gold head cost in magical ingredients. Rare ingredients, if on hand, can be used to reduce the cost and DC (some may even modify the augment). Ingredients are always spent, even on failure. Failing an augmentation check empties the slot and prevents that slot from being augmented by normal means for a full day. Failing by 5 or more deals the augmenter's health in nonlethal damage to him or her. Failure by 10 or more sets the augmenter's spell points to 0, renders them burnt out, and deals one additional nonlethal damage.
Armor as Damage Resistance, Armor Penetration
All armor provides damage resistance based on its category and AC bonus. All weapons have an armor penetration (AP) statistic which bypasses this resistance. Light armor has a damage resistance value (DRV) of 1, medium has a DRV of 2, and heavy 3. When a weapon strikes an armored target its damage is resisted by an amount equal to the AC of the armor multiplied by the difference in DRV and AP. An unarmed strike (AP 0) against AC 8 heavy armor deals 24 less damage (8 * 3). A critical strike gains bonus AP equal to a weapons critical multiplier minus 1. If the unarmed attack had scored a critical hit against the AC 8 heavy armor, only 16 damage would be resisted.
Hit Chance, Availability
Weapons also have a 'Hit Chance (HC)' score that is added (or detracted) from attack rolls. Due to the HC/AP rules, the standard weapons and armors are not available. Beginning characters must instead purchase such equipment from a specific starter list (displayed elsewhere).
Feats and abilities which apply to specific weapons apply instead to a weapon group. The groups are:
• Firearm (uses rules for emerging guns)
The normal weapon proficiency feats do not exist. Instead characters take proficiency in a weapon group. All classes that grant weapon proficiencies grant proficiency in basic weapons. Classes which only grant simple weapon proficiency do not grant any other weapon group besides basic. Particularly bizarre weapons may have a group all on their own. A player may request for a weapon group of their defining. Weapons can fall under multiple groups. Ask which groups your class is proficient in at character creation.
Starter Weapons and Armors
- In order to employ any spellcasting, a creature must have been born (body swaps and polymorphs are irrelevant) as a magically endowed race / individual.
Probably banned and most certainly unsupported. That being said, psionic items, abilities, powers, etc. operate precisely as described and (mostly) variant-free. Psionics are a "stand-alone subsystem," meaning anti-psionic fields don't nullify magic but anti-magic fields do nullify psionics. Unless a psi-user has an especial devotional or thematic edge psionic effects manifest as arcane magic.
Spellcasters do not receive spells or spell slots per day as indicated by their table, but instead gain a number of spell points equal to the levels of spells they could have cast per day. Magically endowed races have 1 additional spell point, and creatures with spell-like abilities get bonus spell points equal to the highest level spell-like ability they can use. Prepared casters and non-casters regain their spell points after they rest. Spontaneous casters regain 1/20 of their spell points each hour (not rounded).
Spell Casts Per Day
Spellcasters can comfortably cast a number of spells per day equal to their hit dice plus their spellcasting ability score. A spellcaster may also bind an essentia to their spellcasting ability, increasing this value by one per essentia bound. A spellcaster may continue to cast spells beyond this limit, however doing so renders the spellcaster 'burnt out.' A burnt out creature has a -2 penalty to AC, CMD, and rolls.
In order to cast a spell, a caster must have a pattern of said spell at hand. For spontaneous casters, these patterns are etched into their minds and bodies. Prepared casters must receive the patterns from an external source. Each class prepares patterns differently.
Spellbook Method: Wizard
Wizards inscribe spell patterns onto the pages of spellbooks themselves, a process requiring dedicated arcane studies. These casters must be able to read their book to use a spell pattern they have recorded. Wizards must have a spell pattern at hand to cast it, usually meaning they hold their spellbooks. Spellbooks can be carried with one hand but require a free hand to flip through pages.
Spellbook Imprint: Arcanist, Magus
Arcanists prepare a number of spells as given by the table Arcanist: Spells Prepared whenever they would normally prepare spells. In effect the arcanist prepares a spell by placing an imprint of the spell pattern into his or her body and mind. An arcanist does not need their spellbook available to cast a spell, but does need it to implant imprints. These imprints are temporary, lasting at most a day without especial preparation methods beyond most arcanists. The imprint-enabling ritual prevents an arcanist from casting directly from a spellbook, forcing arcanists to rely on their imprints. A wizard which multiclasses as an arcanist effectively trades all their wizard levels for arcanist levels. An arcanist cannot multiclass as a wizard. Magi follow the same rules as arcanists, except that they use the table Magus: Spells Prepared.
Magus: Spells Prepared
Level 0th 1st 2nd 3rd 4th 5th 6th
1 ____2 __2
2 ____3 __3
3 ____3 __3
4 ____3 __3 _2
5 ____4 __4 _2
6 ____4 __4 _3
7 ____4 __4 _3 __2
8 ____5 __4 _3 __2
9 ____5 __5 _4 __3
10 ___5 __5 _4 __3 _2
11 ___6 __5 _4 __3 _2
12 ___6 __5 _4 __4 _3
13 ___6 __5 _5 __4 _3 __2
14 ___7 __6 _5 __4 _3 __2
15 ___7 __6 _5 __4 _4 __3
16 ___7 __6 _5 __5 _4 __3 _2
17 ___7 __6 _5 __5 _4 __3 _2
18 ___7 __6 _6 __5 _4 __4 _3
19 ___7 __6 _6 __5 _5 __4 _3
20 ___7 __6 _6 __5 _5 __4 _4
Alchemy: Alchemist, Investigator
Alchemists are not actually spellcasters, and thus the rules for extracts are not modified. The effects of extracts are considered arcane, but alchemists need not worry about the rules defined in arcane magic. Alchemists receive bonus spell points equal to the highest level extract they can create rather than per extract they can use per day.
Divine Symbol: Cleric, Warpriest, Paladin
Clerics always have the pattern of cure/inflict spells they could cast available. Domain users always have spell patterns of their domain spells available. Clerics draw patterns from a divine symbol of their faith. Divine symbols contain spells that are thematically linked and bestowed by higher powers. A cleric links with a divine symbol the way they would normally prepare spells. A cleric may temporarily add patterns to their divine symbol by spending spell points equivalent to the spell levels to be added for the day. Clerics can use any divine symbol compatible with their faith, or even beseech the higher powers to instill particular patterns into a sign of their god. Beseeching requires 1 hour per caster level of the divine symbol to be instilled. Whether or not the higher powers actually grant the spell patterns in any sort of timely manner is anyone's guess.
Maximum Spell Levels in a Divine Symbol
Caster Level 1 2 3 4 5_ 6_ 7_ 8_ 9_ 10 11 12 13 14 15 16 17 18 19 20_
Spell Levels 2 3 5 7 10 13 17 21 26 31 37 43 50 57 65 73 82 91 95 100
Land Anima: Druid, Hunter, Ranger
Druids always have the pattern of summon nature's ally spells they could cast available. Domain users always have spell patterns of their domain spells available. Druids read spell patterns from the land, or are presented patterns via natural spirits. To receive a spell a druid must make a 'request check' as a swift action, which is a d20 + the druid's relationship factor with the environment. A druid can spend any number of spell points on a request to gain an equal bonus. A druid's "relationship factor" with an environment is a permanent value which they must keep track of for each environment they cast spells within. A ranger adds half their favored terrain bonus to their relationship factor (1d20+RF+SP+FT). The DC for a request is 4 plus the number of requests the druid has made since they last meditated plus the spell level of the pattern being requested. Requests for spells native to an environment (poison in a sewer, control water in an ocean) reduce the DC by 4 while requests for spells opposed by an environment (create water in a desert, fire seeds in a tundra) reduce a druid's relationship factor by 1 (DC=4+#requests+SpLv). Once a druid has received a pattern, they do not need to request it again until they meditate. A druid may meditate in an environment whenever they would normally prepare spells to reset their number of requests to zero and clear the list of patterns they have received. A druid cannot use a pattern they received in one environment in another environment, they must make a request for each environment.
Familiar Storage: Witch, Shaman
Witches always have the spell patterns of their patron spells whereas shamans always have the spell patterns of their spirit magic spells (still one per spell level). Witches rely on their familiar for spell patterns. A witch can use any spell pattern possessed by a familiar so long as the familiar is at a close range (25ft +5/2 caster levels).
The weave is an ever present river throughout the world, readily available to the magically endowed. Arcane magic is wild and unpredictable, requiring casters to expend their own energies to make it manageable. Each time an arcane caster attempts to cast a spell they must make a 'control check.' Failing a control check means the caster was unable to tame the forces in the weave and produce the desired spell. A natural 1 results in wild magic whereas a natural 20 results in a 'spell surge.' The DC of a control check is 10 + the spell level. A caster can expend any number of spell points to add the same amount to their control check. Whenever an arcane caster casts a spell while burnt out, the range of wild magic increases by one and the range of a spell surge reduces by one.
Arcane spell failure conferred by armor applies as a penalty on control checks. This replaces the normal arcane spell failure rules.
By interfacing through higher powers divine casters can avoid the turbulence that is the weave. Acting as a conduit, however, is taxing on oneself and requires a period of rest between spell casts. Spells with a duration measured in rounds, instantaneous, permanent, or minute per level require a recharge time of 1d4 + spell level rounds. A divine caster can spend spell points to reduce the recharge requirement by one round per spell point spent. If a spell has some other duration, its recharge time its duration multiplied by 1d4+Spell Level, reducible by spell points. Permanent creation spells, commune or scry type spells, permanent illusions or traps, and any other spells so deemed are considered to have a duration of 2 hours per spell level for the determination of recharge (only if this would increase the recharge delay, not decrease). Whenever a divine caster casts a spell while burnt out, their recharge delay is increased by 1d4 (cumulative). At 8d4 burnout all spells are considered to have a duration of 2 hours per spell level.
Numerous religious practices exist throughout the world, but most dominant amongst the civilized races is the belief in a pantheon of 9 holy gods and 13 dark gods. Deific-grade blessings exist amongst many faiths, but are most common amidst followers of the 9 and 13. Deific blessings can be anything, from special equipment to unique familiars.
- Misc. rules.
The planes do not exist in a multiverse but rather overlap with the prime material plane. The majority of planes are geographically limited in the material world, meaning traversal is only possible at specific physical locations even with magic. There are a few planes, such as the ethereal, shadow, dream, or astral planes, that are ever-present throughout the material plane. Planes can either possess loose or tight boundaries. Loosely bounded planes, like the shadow or ethereal plane, are easily accessible via magic at all times. Tightly bounded planes are planes that are inaccessible unless certain criteria are met: a simple planar shift casting can't traverse a tight boundary. Summon Monster and Summon Nature's Ally do not pull a creature from another plane but instead conjure a limited, fake imitation.
While a full-round action can still be used to touch six willing creatures, a touch spell may only be discharged on one unless it specifically specifies in its entry that it can target multiple creatures.
Once you have received a +2 bonus to a particular save at level one of a class you cannot receive another +2 level one bonus to that same save. The same goes for prestige classes, but a prestige +2 bonus will stack with your base class bonus(es).
A creature which passes a save related to an effect akin to 'charm person' is aware they resisted something. Passing by 5 or more or rolling a natural 20 gives the creature an idea of the source of the attack (general direction and distance).
Special Material: Primitive
Items made from primitive materials cost half as much, but have the fragile quality. These items retain the fragile quality even when masterwork. Not all items may be made from primitive materials, but most weapons and armors can.
Improved Unarmed Strike
Increases the AP value of unarmed strikes by 1 in addition to its normal effects.
New Feat: Extra Essentia
Provides +1 essentia. Increases by 1 at nine and seventeen hit die.
New Feat: Magicraft [item creation]
Requirement: magic-gifted race.
Enables interacting with the campaign's item creation rules.
New Feat: Augmenter [item creation]
Requirement: magic-gifted race.
Permits a creature to perform augmentation without the magicraft feat or an augmentation table as a standard action. If the creature also has the magicraft feat, it gains a +2 bonus on augmentation checks.
New Feat: Remote Augmentation [item creation]
Requirement: Augmenter feat
Permits a creature to perform augmentations at a range greater than touch by either spending a spell point or increasing the augmentation check DC by 1 per 5 feet of distance beyond the first 5 feet of distance.
New Feat: Burden the Weave
Requirement: Arcane caster level 5th.
When casting an arcane spell the caster may choose to spend spell points equal to the spell's level rather than let the spell count towards the caster's spells per day limit. Whenever one of the caster's spells is dispelled or counter-spelled, the caster regains one spell cast per day. The caster gains one additional spell cast per day for possessing this feat.
Last edited by Ippy on Sat Oct 10, 2015 1:13 pm; edited 1 time in total