Characters
-15 point buy
-No Elves, Gnomes, or Fey creatures.
-Lizard Folk, Orcs, Goblins, Teiflings, and Kobolds are allowed, as may other races be if they seem reasonable.
Always get my explicit consent first. Any race that has not actually appeared in the campaign remains unofficial.
-You may not want to be a race with any associations with either extreme heat or cold, since Fire is seen as Helia's wrath and Ice as her absence.
-Nobles gain 1 int, and Knowledge Nobility as a class skill.
-Commoners gain 1 cha, and Knowledge Local as a class skill.
-Church raised characters gain 1 wis, and Knowledge Religion as a class skill.
-Northerners gain 1 cha, wis, or con, and Knowledge Nature as a class skill.
-You can have any items you like, as long as no individual item is masterwork, magic, or costs more than 400 dais. Exception: if you can craft an item, and it's less than 400 dais to do so, you may have up to 5. Scrolls and potions and wands of different spells all count toward this limit. After this point you must pay the normal crafting price.
-At a certain point in the campaign, we hit what we'll call 'hardcore mode' where no additional characters can be made for reasons of the plot. This comes with higher risk but should pay off with higher reward.
-No one dreams. Ever. No dreams. I'll kill you if you mention dreaming.
Equipment, and Supplies
-Inn meals and lodging will be assumed to be paid for by a set amount taken from each player's total once every in game 'month'. This includes animal feed for convenience.
-This does not include trail supplies, you will starve if you forget food and wander somewhere that doesn't have it.
-Shields now scale. A shield adds 1/2 the users Base Attack Bonus as a shield bonus to armour class in addition to it's normal bonus.
Feats and Skills
-Perception is a class skill for everyone.
-When crafting items, replace all mentions of 'sp' with 'gp' or if you're feeling like a badass, 'Dais'.
-Diplomacy rolls may now function similar to bluff, where the DC reflects how closely what the PC is saying reflects the NPC's own agenda, altered by their demeanor. (Hostile, friendly, etc)
-When foraging for food with Survival you may come across or hunt an animal, and have to fight it as normal in order to get its tasty, tasty bacon.
Classes
-At level 1 Monks choose a domain from Helia's list of domains and gain the powers of that domain. (Not spells, obv)
-At level 10 Monks may select a second domain from Helia's list.
-Fighters now gain 4, not 2, skill points per level. Additionally a fighter may choose any two skills not on his skill list and make them class skills.
-Fighters may use their bonus feats to select *any* feat for which they meet the prerequisites, not just combat feats.
-Rogues receive an AC Bonus equal to 1/2 their rogue level (rounded down) to a maximum of their dex modifier. This is a dodge bonus.
-Alchemists receive the "Infusion" discovery free. This does not carry over to other classes that make use of similar mechanics.
Domains, and Patrons
Since Helia is the only deity in the setting, and certain classes need a patron or other outside force to gain certain class features, some domains, and patron spells simply are not available.
This also means that Evil characters usually do not have access to domains or other class features only available from powerful outside patrons.
Here, I'll list the ones that are available to good or neutral characters.
Domains
Air, Animal, Community, Destruction, Fire, Glory, Good, Healing, Knowledge, Law, Magic, Protection, Strength, Sun, Travel, and Weather.
Witch Patrons
Agility, Ancestors, Animals, Boundaries, Devotion, Elements, Endurance, Healing, Light, Peace, Strength, Wisdom.
I will allow the occasional, rare, and unusual, well justified exceptions to these, but you must get my explicit okay and be willing to work with me.
Weapon Proficiency
-New system entirely.
-Classes get a set number of proficiency slots.
-They choose which weapons to be proficient with. Simple weapons take half a slot, martial weapons take a full slot, and exotic weapons take two.
-Wizards, Druids, and Sorcerers get three slots.
-Bards, Clerics, Monks, and Rogues get five.
-Barbarians, Paladins, and Rangers get eight.
-Fighters get ten.
This list will be updated over time.
-15 point buy
-No Elves, Gnomes, or Fey creatures.
-Lizard Folk, Orcs, Goblins, Teiflings, and Kobolds are allowed, as may other races be if they seem reasonable.
Always get my explicit consent first. Any race that has not actually appeared in the campaign remains unofficial.
-You may not want to be a race with any associations with either extreme heat or cold, since Fire is seen as Helia's wrath and Ice as her absence.
-Nobles gain 1 int, and Knowledge Nobility as a class skill.
-Commoners gain 1 cha, and Knowledge Local as a class skill.
-Church raised characters gain 1 wis, and Knowledge Religion as a class skill.
-Northerners gain 1 cha, wis, or con, and Knowledge Nature as a class skill.
-You can have any items you like, as long as no individual item is masterwork, magic, or costs more than 400 dais. Exception: if you can craft an item, and it's less than 400 dais to do so, you may have up to 5. Scrolls and potions and wands of different spells all count toward this limit. After this point you must pay the normal crafting price.
-At a certain point in the campaign, we hit what we'll call 'hardcore mode' where no additional characters can be made for reasons of the plot. This comes with higher risk but should pay off with higher reward.
-No one dreams. Ever. No dreams. I'll kill you if you mention dreaming.
Equipment, and Supplies
-Inn meals and lodging will be assumed to be paid for by a set amount taken from each player's total once every in game 'month'. This includes animal feed for convenience.
-This does not include trail supplies, you will starve if you forget food and wander somewhere that doesn't have it.
-Shields now scale. A shield adds 1/2 the users Base Attack Bonus as a shield bonus to armour class in addition to it's normal bonus.
Feats and Skills
-Perception is a class skill for everyone.
-When crafting items, replace all mentions of 'sp' with 'gp' or if you're feeling like a badass, 'Dais'.
-Diplomacy rolls may now function similar to bluff, where the DC reflects how closely what the PC is saying reflects the NPC's own agenda, altered by their demeanor. (Hostile, friendly, etc)
-When foraging for food with Survival you may come across or hunt an animal, and have to fight it as normal in order to get its tasty, tasty bacon.
Classes
-At level 1 Monks choose a domain from Helia's list of domains and gain the powers of that domain. (Not spells, obv)
-At level 10 Monks may select a second domain from Helia's list.
-Fighters now gain 4, not 2, skill points per level. Additionally a fighter may choose any two skills not on his skill list and make them class skills.
-Fighters may use their bonus feats to select *any* feat for which they meet the prerequisites, not just combat feats.
-Rogues receive an AC Bonus equal to 1/2 their rogue level (rounded down) to a maximum of their dex modifier. This is a dodge bonus.
-Alchemists receive the "Infusion" discovery free. This does not carry over to other classes that make use of similar mechanics.
Domains, and Patrons
Since Helia is the only deity in the setting, and certain classes need a patron or other outside force to gain certain class features, some domains, and patron spells simply are not available.
This also means that Evil characters usually do not have access to domains or other class features only available from powerful outside patrons.
Here, I'll list the ones that are available to good or neutral characters.
Domains
Air, Animal, Community, Destruction, Fire, Glory, Good, Healing, Knowledge, Law, Magic, Protection, Strength, Sun, Travel, and Weather.
Witch Patrons
Agility, Ancestors, Animals, Boundaries, Devotion, Elements, Endurance, Healing, Light, Peace, Strength, Wisdom.
I will allow the occasional, rare, and unusual, well justified exceptions to these, but you must get my explicit okay and be willing to work with me.
Weapon Proficiency
-New system entirely.
-Classes get a set number of proficiency slots.
-They choose which weapons to be proficient with. Simple weapons take half a slot, martial weapons take a full slot, and exotic weapons take two.
-Wizards, Druids, and Sorcerers get three slots.
-Bards, Clerics, Monks, and Rogues get five.
-Barbarians, Paladins, and Rangers get eight.
-Fighters get ten.
This list will be updated over time.
Last edited by ScreamPaste on Sat Dec 06, 2014 3:36 am; edited 11 times in total