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House Rules.

Posted by FateFor group 0
Fate
GM, 8241 posts
Lady Luck
Keeper of Fates
Sun 9 Apr 2023
at 18:13
  • msg #1

House Rules.

The campaign is really old.  There are a lot of house rules that have come in and out of play.  Too many to cover quickly, so i will cover as many of them as i can as i go.

As always... the number one foundation rule is still in effect.

Most of you (at the moment) are returning veterans, so you should know the rule i speak of is the Mexican Rule.  When in doubt... and falling into a grey area when normal rules dont quite cover it, we fall back and use the Mexican Rule.

"The Mexican obvsiously died..."

Laugh if you want, but this rule has gotten us through over a decade of play.

A Cloud Drive has been set up for the campaign to make maps share able.

Some maps from campaigns in the past have been uploaded to the Refence drive.

Folders for various chapters will appear over time for tactical combat maps to share when we inevitably get into combat.

If you have a problem accessing these folders you need to let me know ASAP.

Campaign Cloud
This message was last edited by the GM at 15:01, Mon 10 Apr 2023.
Fate
GM, 8242 posts
Lady Luck
Keeper of Fates
Sun 9 Apr 2023
at 18:33
  • msg #2

Character Races allowed.

Player character are all 'human'... this might be various shades of human, but you at least all grew up in a human community and through that know one another.  There are various flavors of human though.

At the bare bones is the 'Core Rules' Human.
They are the 'Common' Humans out of the book variety of human you might see in any campaign.
You get an additional perk of have a free skill rank in a profession of your choice.
The majority of the population {easily 80%} is actually of this stock.

If you're looking for vanilla, no nonsense off the shelf familiar human.  This is it.


The 'age' of human is in transition and available are 'High' Humans.  Older bloodlines that can trace their ancestors to some notable personality of note of some sort.  The blood hasn't thinned and while they look and feel and can pass for normal humans they have some notable advantages.

For those of you that are cost/benefit minded, this is probably the best race to go with.  For the cost of (1) point {the equivalent of a trait} magic points and picking a couple of 'perks' in the form of a skill or single weapon that is always considered a class skill for the character.


Half Humans are a mix of two races.  The characters are allowed to keep either the extra feat or the skilled aspects of being human, as well as the +2 ability bonus.  This is combined with the selection of 6 racial points from another non-human race.

It's a reasonable option for a player looking to play a (non-exotic) non-human character.


Barely human is just that.  To the human community you're closer to monster or pet than human.  Pick a non-human race {subject to game master approval}.  You use the ability bonus of that race, along with 10 racial points selected from the races traits.  For the players that want to make their race the focal point hook of their character concept this is the one to look at.
This message was last edited by the GM at 18:36, Sun 09 Apr 2023.
Fate
GM, 8243 posts
Lady Luck
Keeper of Fates
Sun 9 Apr 2023
at 18:46
  • msg #3

Imbued Equipment.

The typical prized possession of an adventurer will be Masterwork Equipment.  Made by the best crafters they are reliable extension of the character to use at all times.

Magic is a dying art.

Masterwork Equipment are often upgraded through the process of Imbuement.  Most of the reusable magic items in circulation are of this variety.  These are masterwork level items that have been crafted to cast spell once a day.  The better ones might work a few times a day.  A limited resource than can turn the favor of crucial battles.

A typical Imbued item, might be a Longsword that has been imbued to cast 'Magic Weapon' upon itself once a day.

Also in use are 'lesser' items, that function in a reduced capacity to normal magical items.

A typical lesser item, might be pouch of holding.  They function much like a bag of holding but are much reduced in capacity.

'True' magical items like the ones you find in the rule book exist, but are incredibly hard to come by.




There are some minor variations of expendable magic items.  Books being used in place of scrolls.  Incremental uses of Healing potions.  The introduction of Mana Potions which recover Mana points
This message was last edited by the GM at 19:08, Sun 09 Apr 2023.
Fate
GM, 8249 posts
Lady Luck
Keeper of Fates
Mon 10 Apr 2023
at 02:49
  • msg #4

Mana Points

The art of magic is in decline, but magic itself is still about and pretty common.

The age is actually 'early enough' that spell like abilities are pretty common and is only now starting to fade.  So for characters of the old blood, like High Humans, an additional stat is added known as 'Mana Points'

Anyone that plays computer games will known that this is somehow related to the use of magic in the campaign.

For a spell caster, the mana points can be used to recast a spell or spell like ability they had available at the start of the day.  So if your cleric is out of first level spells, she would be able to expend two mana points to cast another cure light wounds.

Mana Points can also be used for Imbued items that are on cooldown to get them working again.  So that Imbued sword that was used and is recharging to be used tomorrow can be coaxed into working again but expending two mana points into it to jump start the magic.

Mana Points are equal to the Character Level + Charisma Modifier

A spell caster would also add the spell caster levels, and may substitute their spell modifier for the Charisma Modifier.
Fate
GM, 8250 posts
Lady Luck
Keeper of Fates
Mon 10 Apr 2023
at 02:56
  • msg #5

Boons, Blessings and Curses....

The divine like to tinker and interfere with the lives of the mundane.  When they exist as long as they do, they need to do something to stay entertained, and what better way that messing with the status quo.

Assorted Boons, Blessings and Curses may be placed on characters and in effect modify a character to do things not normally available for 'normal' characters.


Boons are a limited form of tampering, often limited to a single aspect, and often of a temporary nature.

Blessing are something bestowed upon birth, and tend to be a permanent part of the character.  They also tend to be of a broad nature.  More powerful blessings may take time to mature or require mana points to activate.

Curses are the reverse and a handicap incurred on the character.  By expending mana points you may suppress the effects of curses for a short period of time.


Character Hooks may often manifest and justify under the heading of a Boon, Blessing or Curse affecting the character.
Fate
GM, 8258 posts
Lady Luck
Keeper of Fates
Mon 10 Apr 2023
at 12:54
  • msg #6

Party Leaders

Party Leaders

Well for better or worse, everyone does seem to have built in personal goals which is good.  We'll be going on the old 'adventure' format, and i'll be cycling around characters to develop these personal plots over time.  When i touch on a characters personal plot, i will likely make the characters player the 'party leader', since they have the most stake.


When it's not a personal goal adventure but a campaign story arch, we'll follow the star trek theory of command and there will be two 'party leaders'.

The character with the highest social (noble) or Charisma modifier will be 'overall' party leader.  The character deemed the most capable in the context of the current most likely combat encounters would be considered the 'combat' party leader.


This will spread the burdens of command around.  The party leader has two responsibilities.

When a course of action is needed, and there are numerous options to take, i will look at the Party Leader and ask what they want to do and he will take opinions into account and choose the best option and we will go with it.

When a player has a doctor's note in, we know the character has an absent player.  The Party Leader is responsible is responsible for (modest/passive) roleplaying for the character or producing combat actions for them.

If the Party leader is absent as well or missing i will probably appoint a new party leader.

If this second party leader is ineffective, something is wrong, and i will throw a flag on the field and halt the campaign until the problem is resolved.
Fate
GM, 8289 posts
Lady Luck
Keeper of Fates
Tue 11 Apr 2023
at 12:33
  • msg #7

Divinity and Magic

I have to type this up literally every time i start a campaign.  The information is in my old campaign PDF, but really it needs to be updated to something like 3.0 before i feel okay with releasing it as a campaign reference so i'm typing this up again... cause players who want to be divine casters will want to know...

There are eight divinities... sixteen if you want to get technical and count their duo aspects, since each one has a male and female incarnation.

The first four are considered the Elder Divinities...

First there was Nyx.  Even encompassing chaos and darkness.  The void is his home, and he likes nothingness.  Minimalist that he is, he cleans up the clutter left by the theer divinities to bring back the status quo... which is of course nothing.  He's the compulsive room mate looking to keep the apartment tidy and constantly cleaning up after you.

Second was Kismet.  Change, Luck, Random chance.  She's the unsatisfied sibling of Nyte that thinks he's too uptight and things need to change.  She just needs the right opportunity for it.  For Nyx to be inattentive and distracted.  It's okay if it takes a while, to be immortal is to be patient.

Third was Sol.  A catalyst of change was needed and what would annoy Nyx more than the introduction of the sun.  That blinding warm light that was the annoyance of change in Nyx's roiling chaos.  Annoying but not impossible for Nyx to deal with.  Sol might have been a good looking self entitled gigolo but Nyx had a few eons on him, and was not going to take this quietly.

Fourth was Creed.  Fate doesnt take sides, though acknowledges that left alone Sol was probably doomed.  It was just a matter of time.  So while Nyx is arguing with Sol about hair clogging the sink, she invites Creed over.  Divinity of law and order.  It's great that Nyx keeps things tidy but the room needs to have the furniture rearranged.  Nyx doesn't take this lying down, and Sol get a breather while Nyx goes to argue about where to put the espresso machine.

Nyx was too powerful to deal with individually but the notions of numbers seemed to be working to keep him in check...

Enter the new Divinities... Gaea, Aircel, Pyro, and Luna.  Patrons of various races, and elements.

Young divinities who came about to take care of the room, cause all this change was leaving a mess and someone needed to tend the garden, stock the fridge, and do the dishes.

Nyx is pretty fed up and threatens to evict them all but doesn't for the moment, since that would probably mean he'd end up on the streets too.

The divine notice that there is this whole gender equality movement around and decide to be a part of it.  Being divine and near omnipotent in their own ways they're fully capable of doing something puny mortals do, so they present duo aspects, and have both male and female genders.  No one will say who did it first but once one did it, they all did it, so each divinity has a male and female aspect.

This is like the 12th time retelling this, so accept it cause it amuses me.  it's a not quite so serious interpretation of Divine Politics, but the core events are in there.




Magic development 101 for dummies  (obviously not you, but you might find something useful here anyway)...

Aircel is consider the divinity of magic.  She didn't invent it, but she did give it form and general made it available to the common little folk... (ie. mortals).  She's the generous soul that dipped her hand in the magic cookie jar and flung the coins at the common hobo's living outside the divine condo.  Nyx is still pretty pissed about that, he had planned to use the funds to pay for an coffee bean subscription to keep the espresso machine well stocked with designer caffeine.

Magic starts to develop for mortals as they learn to use this resources.  Spell like abilities were numerous but generally unimpressive.  There was room for improvement... and with practice the first spell classes were developed.  Classes that dedicated their existence to develop these innate talents that were special and different for each one of them.  Hence appeared Spell singers... Sorcerers... and Oracles.  Like the 'Force' manipulation of magic was all about training to be in touch with magic and manipulating it was more art than math.  When the new divinities came along Aircel gave these crude classes direction and order.  More structured methods of spell casting that could be studied and required structure and rules to be followed.  Shamans, Wizards, Druids and Clerics would follow these development to where we are today.




If you want more serious discussion about this stuff, ask me (or other players) about it in the OOC thread.  Most of you should already know this stuff so i presented in a style that i hope you found amusing.
This message was last updated by the GM at 12:33, Tue 11 Apr 2023.
Fate
GM, 8292 posts
Lady Luck
Keeper of Fates
Tue 11 Apr 2023
at 17:51
  • msg #8

Equipment

Just a reminder.

Normal Masterwork cost for weapons add a flat 300gp to an items cost.
ie
Normal cost of Greatsword is 50gp.   Masterwork adds 300gp to the cost, making it 350gp
Normal cost of Dagger     is  2gp.   Masterwork adds 300gp to the cost, making it 302gp

Alternate Mastwork cost for weapons...

There is a house rule in effect, that states that an alternate cost for Master Work equipment took the standard cost of the item, and multiplied it by (x20) to determine the cost to purchase the item.

ie.
Alternate cost of Greatsword is 50gp.  Masterwork x20 to cost would be 1000gp... so you use the standard cost above, making it 350gp
Alternate cost of Dagger     is  2gp.  Masterwork x20 to cost would be   40gp... so you use this cost to purchase your dagger.


Minimal calculation for an item is 1gp.

ie.
Cost of Staff is... 'Free'.  Masterwork x20 cost would be 20gp.
This cost is used to calculate other things too, like Shirts, Boots, Gloves, etc.  Quality equipment that is Imbue ready.
Fate
GM, 8478 posts
Lady Luck
Keeper of Fates
Sun 8 Oct 2023
at 16:26
  • msg #9

Familiars

Long time players know that i'm not a fan of familiars...

The short version reason for this, is that they add moving parts to combat (slowing things down) and take the focus away from player character action/activities.

Familiars, on the other hand are pets that don't really contribute to combat.  I view them more like personal cheerleaders for the character, and often act as a foil to roleplay against, so at this time i'm going to try and introduce a system to make them more useful.

I'm going to widen access to them by presuming a limited divine version of this spell exist.  I don't see a problem with a divine caster having a familiar akin and related to their patron divinity?


So... In place of the 'Special Ability', these new familiars will know Metamagic Feat and are capable of sharing them with their master.  At first level they will know one Meta Magic Feat.  Each time their master learns a new level of spells, they may select another Meta Magic Feat.

These familiars have Magic Points Equal to the number of Meta Magic Feats known plus their Master's Spell Levels.  These magic points may be shared with their master to offset the cost of using a Meta Magic Feat.

So... For a Wizard...

Wizard LevelFamiliar Meta FeatsFamiliar Magic Points
1 1 2
2 1 3
3 2 5
4 2 6
5 3 8
6 3 9


I think this makes more sense, this allows a familiar to scale with their master.  It makes sense to me that a Full fledged wizard's Familiar is more useful and powerful than a newbie apprentices familiar.
This message was last edited by the GM at 16:37, Sun 08 Oct 2023.
Fate
GM, 8536 posts
Lady Luck
Keeper of Fates
Fri 8 Dec 2023
at 18:45
  • msg #10

Professions

I have always made an effort to provide a use for the Profession skill which has been a rather vague and under-used skill in most campaigns.

At this point i shall outline the general uses of the Skill 'Profession'.

The skill is a reflection of a working knowledge of all the things you are required to be capable of to execute your profession.  Knowledge of things that people in the trade are aware of and the means and etiquette of people in this profession.


As a means of examples, I shall select three profession as examples of how the various professions might be used.

(Cook, Merchant, Sailor)

Professional Skills - This covers skills that are related to the Profession that makes sense to be related to the profession.  Characters may apply half (round down, minimum of one) the Professions Skill ranks to an existing pathfinder skills  For skills that are not listed in pathfinder they may use the Base Professional Skill, which will likely be modified, for the skill check.

ie.  A Cook, wishes to appraise the quality of goods at market to prepare meals with.  Half of the profession's skill rank may be used to appraise the goods.

ie.  A Merchant, wishes to haggle prices with a vendor.  Half of the profession's skill rank may be used when using Diplomacy, Intimidation, Bluff, or Sense motive for the interaction.

ie.  A Sailor, has fallen in the water during a storm.  Half of the profession's skill rank may be used for a swim check.

Skills not listed in Pathfinders might be local knowledge and trivia related to their profession.  ie.  Knowing famous people in their professions (ie Chefs, Entrepreneurs, or Captains in the merchant fleet)  and things of that sort.


It's a very open to interpretation sort of skill... that encompasses many skills under it, so for the most part, i'm going to limit 'selected' professions to one per character...  this is the profession the player picks out.  Extra professions may be allowed by me if i deem to be appropriate to the character.
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