Treasure of Tears: Pathfinder Campaign Rules

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Treasure of Tears: Pathfinder Campaign Rules

Postby Pale Wolf » Thu Jan 14, 2010 8:54 pm

First of all, this game will be held in the Pathfinder roleplaying system, an update and improvement to baseline Dungeons and Dragons.

If you do not possess the book, the System Reference Document can be found here: http://www.d20pfsrd.com/

Initial ability scores will be determined by point buy, as described here: http://www.d20pfsrd.com/basics-ability- ... ity-scores

You get 25 points to do your buying with. Enjoy.

Characters will be built at level 5. Any class or mix thereof that tweaks the cockles of your heart. If you want a class that's not from the Pathfinder Core, toss it to me, and we'll see if it's good, or if it needs powering up or powering down.

Don't bother keeping track of xp, I will be levelling you up when dramatically appropriate.

Starting equipment will be 12 000 gp worth of magical items. Whatever you have left over, change into Samsarran currencies. (For reference: 1 gp = 10 koruna = 6.6 hryvnia = 15 tamal = 4 forint) Starting mundane equipment will be 'whatever you think makes sense'. I'll generally assume you have common sense equipment such as rope, unless you give me reason to assume otherwise, and your weapons and armour can be 'whatever you think is appropriate'. (Kyonko, ballistas are never appropriate. Artillery is preemptively banned as starting equipment)

Now, I should mention this right out. You're probably not going to be buying much equipment after the start of play. There are no magical item supermarkets that have all the stuff in the books. On the other hand, you are going to be receiving that precious thing we call 'loot'. Useful items will very rarely be in a nice convenient treasure chamber, though. Usually you'll have to yank 'em off the body of somebody who's using it to fight you.

Note for hidey people: It is possible to hide without cover - it's called 'sneaking around behind them', and in a game without facing, is represented by a Stealth check. Though I should note that if you have been observed, a Bluff check will be required before you get the chance to hide again.



Race Selection: This game isn't running with the standard D&D races. I'd suggest you pick one from here, though if you really want a race that's not on the list (baby dragon, for instance, or kobold), we can work something out.

Human: Medium size; 30 ft base land speed.
Ability Modifiers: +2 Strength; +2 Constitution
Skill Bonus: +2 to Survival checks
Save Bonus: +2 to saves against poison and disease effects

Elf: Medium size; 30 ft base land speed.
Ability Modifiers: +2 Dexterity; +2 Intelligence
Skill Bonus: +2 to one Craft or Profession skill of their choice
Save Bonus: +2 to saves against enchantment effects

Gnome: Small size (+1 size bonus to AC, +1 size bonus to attack rolls, +4 size bonus on Hide checks, but uses smaller weapons, has 3/4 standard lifting/carrying limits); 20 ft base land speed.
Ability Modifiers: +2 Wisdom; +2 Charisma
Skill Bonus: +2 to Perception checks
Save Bonus: +2 to saves against illusions

Aasimar: I have recieved so many requests for this one. So... Aasimar is the usual term for these beings. Some of them claim to be children of the gods, though it's also possible that they're children of angels, magically-modified in some manner, or children of magic itself (the Anakin Skywalker solution). Though, they're certainly not common - there are probably under a thousand in the entire world. Any race can host an aasimar, so this is somewhat of a template, added onto the host race's size and movement speed.
Size and Land Speed: As their base race.
Ability Modifiers: +2 to any one ability score. It doesn't need to be an ability score their host race has a bonus to (Charisma is common among all, they tend to be very attractive).
Special: Choose any one of the following.
Divine Skin: +1 natural armour; resistance 10 to any one energy type.
Divine Wings: You gain a flight speed of twice your base land speed, with average maneuverability (that can be improved through the Fly skill).
Smite (Pick alignment in character creation): Once per day, you can deal extra damage equal to your character level with a melee attack against an enemy of the target alignment.
Divine Light: You can unleash a beam of light as a standard action, targeting anyone within 30 ft as a ranged touch attack. This beam does 1d4 damage, +1 per two character levels. This damage is not subject to energy resistance or immunity. You may use this ability a number of times per day equal to 3 + your Charisma modifier.

Tiefling: If I included aasimar, I had to include tieflings, right? Same case as aasimar - nobody has a real clue where they come from. Though they're a lot less popular, given the overall... freakery. Either way, even the dragons make them look common. There are probably under a thousand in the entire world.
Size and Land Speed: As their base race.
Ability Modifiers: +2 to any one ability score. It doesn't need to be an ability score their host race has a bonus to (Charisma is common among all, they tend to be very attractive).
Special: Choose any one of the following.
Shifting Anatomy: You have a 50% chance to ignore the extra damage from any critical hit or sneak attack against you. Your reach increases by 5 feet whenever you are making a melee attack.
True Strike: Once per day, you can make a normal attack with a +20 insight bonus to the attack roll.
Energy Assault: You can fire a blast of one energy type (fire/acid/cold/lightning) as a standard action, targeting anyone within 30 ft as a ranged touch attack. This blast does 1d6 points of energy damage, +1 per two character levels. You can use this ability a number of times per day equal to 3 + your Charisma modifier.


Everyone has racial weapons of some variety that count as exotic. A character may select any two of them as appropriate for their culture and choose to have them counted as martial weapons instead. (Which means you just need martial weapon proficiency to use them)

Rather than post a list of all the exotic weapons across all D&D, you can ask about a weapon that interests you, and I'll say which cultures it can count as martial for. (Though, in some cases you can guess. If 'elven' is in the name, it's probably a traditional elven weapon)


Languages: Everyone starts speaking two languages - the local language of their home region, and Finian trade language. Generally, that will be Dairine and Finian, though if you come from somewhere else, your local language will be different. You will also know an additional number of languages equal to your Int bonus.


Class Notes:

You can play any class, with any background. Just because you're on the wrong side of the law doesn't mean you need Rogue levels, and just because you're a paladin or cleric doesn't mean you have any association with a church. Just come up with a reasonable excuse as to where you got your skills and powers.

'If you multiclass, you may never return' classes? You can. This is, in fact, a standard rule in Pathfinder, but bears mentioning.

As far as alignment restrictions on classes go? They've gone away. Make it make sense, and you can be a chaotic evil paladin - bear in mind, I mean the traditional good guy kinda paladin, too. Alignment is not allegiance. Alignment is your nature, not the cause you serve (if any). (Mechanically, you're also allowed to make a lawful good character who fights for a chaotic evil cause, but you'd better make that make sense to me) Allegiance is what you do - alignment is why you do it. Altruism, or because it's just the most effective method of getting what you want?

Good/Evil = If you're evil, you like to hurt things, or are otherwise prone to doing so without provocation (provocation as measured by a reasonable observer - attempting to destroy the world is provocation, failing to fasten your tie properly is not provocation). If you're good, you like to help things - and actively do so at your own expense, granny down the street who gives kids cookies is nice neutral, not Good. People who like to hurt things, as it happens, are also the very best protectors of any cause - including good.
Law/Chaos = Lawful means, most essentially, that you consistently adhere to a specific code of behaviour. Chaotic doesn't mean you don't adhere to one, or fail to adhere to one - that's neutral. Chaotic means you reject any kind of behavioural code.
Chaos does not mean insanity, either, only rejection of consistency - a violently insane man who will kill people who do not dress neatly is not chaotic anything, he is lawful evil, adhering to a code of behaviour (a twisted code, but a consistent one) and enforcing that code on everyone around him.

Also, for classes with alignment-specific abilities (that previously had alignment restrictions to enter): set them to a new alignment as appropriate. For instance, a monk's ki strike, or a paladin's smiting or detecting.


As far as divine classes go, I'm taking the Firefly view here. You just have to have faith. It doesn't matter what it's in. Divine classes do not grant you power from the gods, but from your belief in anything - the gods, your cause... Bear in mind this doesn't mean you can have a cleric of atheism, though you can have an atheist cleric. Atheists generally don't 'believe' in the lack of god with any kind of fervency, they just don't give a fuck, and divine classes are built entirely around fanaticism.

A cleric who abandons their cause/deity/whatever-they-have-faith-in, or grossly violates a code of conduct appropriate to that faith (defined upon character creation) loses all powers, as an ex-cleric. They may, however, take an atonement spell from a fellow cleric of the same faith so as to be reinstated. Alternately, they may choose to convert to a new faith. To do so, they must voluntarily take on the effect of a geas/quest spell, with a service or prohibition as appropriate for the new faith they wish to convert to. Upon completing the quest, the ex-cleric is instated as a cleric of their new cause, and chooses two replacement domains appropriate to their new faith.
This same rule applies to paladins - if they break their code of conduct they may either atone, or convert as described above.
Both clerics and paladins have unique codes of conduct, not necessarily those described in the book, worked out and codified with the GM ahead of time.

Now, your Aura of Good is changed to an aura of whatever alignment you serve. (Yes, you can give off an aura different from your actual alignment - clerics do this too)
Channel Energy channels your energy, not your cause's - if you're good, you get positive, if evil, negative, if neutral, pick one.

A paladin's Divine Bond (weapon) can also add anarchic and unholy, as well as energy and burst abilities for all elements - paladins aren't limited to fire anymore. If you choose a mount instead, at eleventh level when the mount would normally gain the celestial template, it instead gains one of the following templates: celestial or fiendish, whichever is closer to your service alignment (if your service alignment is neutral, you may choose one).






Transformation

The characters in this game will, in the course of play, acquire the ability to turn into magical girls. What this means in game terms is create a second character sheet.

Your magical girl form will be level 8, built with 40 points to buy statistics. Again, any mix of classes is permitted, and the classes (and ability scores) do not have to be related to your base form - you can quite easily be a wizard whose magical girl form is a fighter.

You may, if you wish, change your magical girl form's base equipment (that is, the 12 000 gp of equipment you started off with) to something more appropriate to your current class mix - it must, however, cost no more than 12 000 gp.

Transformation is a standard action, and does not require any movement. You may not, however, transform if you are unconscious. You may stay in your transformed state for a total of one hour a day, and transform exactly twice. You do not automatically transform when you drop below 0 hp, you don't have that safety net as in CTE.
There is no problem that cannot be solved through the proper application of immense levels of firepower.

- Finally promoted to Spammaster Indeterminate Rank as of June 18, by Stratagemini

<Stratagemini> My Titanium Anus Armour will repel all challengers!

Would you believe this is one of the more tame bits of dirt I've got for him?
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