Of Bones and Blood [Rules]   Posted by GM.Group: 0
GM
 GM, 4 posts
Wed 9 Sep 2015
at 04:00
Of Bones and Blood [Rules]
Races are as per the Midgard setting. Predominantly (and probably somewhat in this order),
- Humans
- Dwarves
- Elf-marked (half-elves)
- Kobolds
- Dragonkin
- Minotaur
- Gearforged

With an occasional, less common (roughly in this order, but region matters),
- Gnome
- Halfling
- Tiefling
- Tengu
- Centaur
- Gnoll
- Goblin
- Aasimar
- Elf (full-blooded)

The prominence of each race is altered from standard settings (ie: Realms, Golarion), their history and relations as well. Any requests (i.e. roachlings) will be handled case-by-case.

The majority of relevant Pathfinder rules are available for free from the PRD or d20PFSRD.

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Class-wise I'll allow any of the classes from PFRPG Core, Advanced Players Guide + Ultimate Magic (Magus), and Advanced Classes Guide (the hybrid classes), as well as KP's own New Paths Compendium. I'm open to others including 3PP stuff (I have a lot of it, particularly classes), again on a case-by-case. Even with core, I'm somewhat leery at the bookkeeping heaviness of classes like the Summoner, or the Savant from New Paths Compendium.

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Stats are by the Pathfinder Society arrays or an equivalent 20 point buy:
16, 14, 13, 12, 10, 10
16, 14, 14, 12, 10, 8
15, 14, 14, 13, 10, 10
15, 14, 14, 12, 12, 9

For point buy, all abilities start at a base of 10 which can be modified using your 20 point allotment. The cost for increases at higher abilities scores. Scores can't be above 18 or below 7 before racial modifiers.

ScorePoint Cost
7-4
8-2
9-1
100
111
122
133
145
157
1610
1713
1817

Reference: http://www.d20pfsrd.com/basics...cores/ability-scores
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Initial spells limited to the PF Core Rules, or the class specific spells from the  book the other classes originated from.

Characters are allowed two traits, drawing from the offerings appropriate to your region of origin or race/religion/class/etc traits as found in the Midgard Campaign Setting (or any of the Players Guides) or PFRPG core (possibly with some adaptation to the setting).

Roll for starting wealth.

We're starting at level 1, of course. Characters can have gone through extensive training and years of trudging around as NPC classes until ascending to the ranks of big damn heroes (PC classes), thus character backgrounds don't have to be limited to slaying rats in the local tavern cellar.

*** GM reserves the right to approve, disapprove, adjust, change, reskin, or reflavor anything rules related, including player-submitted or player-created material. This ability extends to unsubtle manipulations and retroactive continuity shifts. However, I will strive to be fair and reasonable. If I make a call in favor or against you, I will let it stand, but may change the way it is handled later on. Let's move on and not let mechanics get in the way of fun for the entire group. ***

This message was last edited by the GM at 18:16, Sun 20 Sept 2015.

GM
 GM, 13 posts
Thu 17 Sep 2015
at 03:01
Of Bones and Blood [Rules]
Skills
For skills let's use the following hybrid system.

Determine skill points as normal under Pathfinder rules, assign points to the skills appropriate for your character. At any time you may assign skill points, you may place ranks in any number of player-defined Backgrounds just like you would any skill. These have no associated Ability modifier (for reference, see the summary of 13th Age Backgrounds I posted earlier in the Character Discussion thread) as that will change with the situation. Regular Skills (non-background) are treated as per established PFRPG rules.

You can designate one Background as your primary and this gets the +3 bonus like a class skill. Additionally, any Background that coincides (of the same Trait catagory: Class (Basic), Race, Regional, Religion) with either of your selected Traits gets the +3 bonus as a "class skill". The Trait-linked background bonus is not automatic, you still have to put at least a rank in a corresponding Background skill.

This means, a character could potentially have three primary Backgrounds, two tied to Traits, and one as the player designated primary. Once set as a primary, it cannot be changed for the duration of the level, but can be changed at level up. Trait-linked bonuses can't be swapped unless the trait is also changed. Outside the primary Backgrounds, any other Backgrounds do not gain the +3 bonus, but you can place ranks in them and they could prove useful.

If one wishes, you can use up the three primary Backgrounds and start going to Craft, Knowledge, Profession, Perform, etc. to fill out your non-adventuring backgrounds.

As you can guess by now, this system is essentially optional. If the player does not wish to spend skill points on Backgrounds, they can just entirely take standard Pathfinder skills. I will adjust accordingly. The Background system requires a bit of impromptu work on my part anyway, so this shouldn't be a problem.

Bonuses to skill checks that make sense for Background checks will also apply. For instance, Background: Ward of Lada* would gain any bonuses to Knowledge (Religion) (if the character has such) when using Ward of Lada to verify something about the various religions or enemies a cleric of Lada would know, but not when trying to convince clerics of Lada to give up someone under their protection to your charge without very good reason.

(*Character was raised by priestesses of Lada and came to know many of their customs, lore, and rituals.)

--- Examples Backgrounds (from the 13th Age SRD) ---

Barbarian: clan champion, caravan outrider, fur trapper, mountain tribeswoman, wasteland survivalist, and gladiator.
Bard:wandering minstrel, cathedral musician, court jester, mercenary, tavern owner, failed hedge wizard, diplomat, spy, royal taster, caravan guide, smuggler, and battle skald.
Cleric: healer, archivist, military chaplain, temple guard, bartender, reformed thief, dwarven hierophant, initiate, and bishop.
Fighter: swordmaster, mercenary captain, sea raider, shieldwall spearman, explorer, bouncer, thug, city guardsman, former gladiator, former orc captive, bankrupt nobleman, duelist, and goblin-hunter.
Paladin: city guardsman, combat medic, bodyguard, outlaw hunter, and inquisitor.
Ranger: trackers, bounty hunters, beast slayers, woodsy assassins, orc slayers, and wanderers.
Rogue: street thug, cat burglar, diplomat, professional gambler, courtier, jewel thief, acrobat, con artist, bartender, spy master, pirate, dandy, rat catcher.
Sorcerer: tribal shaman, pirate captain, spell-arena gladiator, failed wizard, sahuagin hunter.
Wizard: magical prodigy, spell thief, hedge wizard, transformed familiar, ship's wizard, royal poisoner.

--- Sample Character Skills and Background ---

Jurgen is a human fighter (his favored class, and he's taking the skill point option) with Int 13 and has 5 skill points at level 1. The player decides to put a rank in Handle Animal, Ride, and Knowledge (Engineering) for skills, then one rank in the backgrounds Gentleman Farmer and City Constable. City Constable is his primary. He hasn't taken a Background related to his Traits yet.

His skills look like this:
Skills
Handle Animal +4 (+1 rank +3 class bonus + Mods (Cha +0))
Ride +6 (+1 rank + 3 bonus + Mods (Dex +2))
Knowledge (Engineering) +5 (+1 rank + 3 bonus + Mods (Int +1))

Backgrounds
Gentleman Farmer +1 (+1 rank)
City Constable (Primary) +4 (+1 rank +3 primary bonus)