Arkhandus
First Post
Hey folks. This'll be the new recruiting, information, discussion, and notice-posting thread for my online Pathfinder campaign, Weird Frontiers. Currently running on Wednesdays from 5 to 9 or 10 pm Pacific, on the Unshaped server. Our group is mostly full, but a few people have come and gone so we occasionally have 1 or 2 openings, as we do now. The OpenRPG forums are closing down sometime soon, so any new recruitment or notices will probably be done here.
Current party composition is a male half-orc Ranger (Synjin), a male ophiduan Ranger/Nomad Psion (Metaxo), a male human Oracle (Gabriel), a female human Soulknife (Nelwyn), and a female half-elf druid (Misty). Our male human Fighter, Orishi, female halfling Shaper Psion, Lilyan, and male ifrit Paladin, Niqal, and female aasimar Ranger, Evangeline, each had to drop out at some point due to real-life matters, but may perhaps return whenever their schedules clear up again or whenever they feel up to it. The party is searching the continent of Azagan now but new PCs can join them as former members of other expeditionary groups from Rhivia, or as Azaganian natives just looking to help (and a share of the treasure).
Below will follow re-postings of the info and guidelines from the original thread on the OpenRPG forums.
Char-Gen Rules (Updated before, but needs another update soon):
Starting level (or ECL) for new PCs is 10th, with 90,000 XP (fast progression) and 72,000 GP for starting wealth, putting you roughly halfway to 11th. You may spend up to half of your starting wealth on an item (a change from the original allowance for this campaign at lower levels, where folks could barely afford any but the cheapest magic items), so long as you leave some coin left for basic supplies (rations, waterskins, bedroll, backpack, belt pouch, flint and steel, etc.). You will need to buy basic supplies; your characters will be traveling A LOT and often in strange or remote places. Also, you may want to buy any important magic items right at char-gen, since you'll have little, if any, chance of picking them up during play (see below). Your PC will also have a free clothes outfit as noted in the PF Equipment chapter.
Maximum Hit Points for 1st-level, plus half the maximum from each Hit Die beyond that (or you can roll each extra HD on the game-server in front of me; choose for each HD beyond 1st-level; if you roll less than half for any given HD, then you must take half the maximum result for your very next HD). Base ability scores will be determined with Pathfinder 25-point-buy (epic fantasy). Hero points from the APG/PFRD are being used, so PCs start with 1 hero point, but I'm not sure yet if I'll allow the spells and items related to hero points (the feats are OK). Traits from the APG/PFRD are being used as well, so PCs start with 2 Traits; there are no "Campaign Traits" available in this game, and some other Traits may be renamed to fit the setting.
Any alignment (except chaotic evil) is fine, but evil PCs won't be allowed if anyone plays a Paladin. And evil PCs cannot be treacherous, self-absorbed backstabbers (chaotic neutral PCs can't be crazy, either); they have to be capable of teamwork, and must have a plausible reason for wanting to see the group's mission through to the end (even evil people tend to have some friends, family, or other loyalties). Refer to the intro at the bottom of this post.
Allowed Rulebooks/PDFs:
The Pathfinder Reference Document (the online PRD)
Pathfinder Core Rulebook
Pathfinder Advanced Player's Guide
Pathfinder Bestiary I-III
Pathfinder Ultimate Combat
Pathfinder Ultimate Magic
Pathfinder Advanced Race Guide
Psionics Unleashed
Psionics Expanded
Limited material from The Tome of Secrets (Adamant Entertainment)
Various "Genius Guides to:" (SuperGenius Games PDFs)
Untapped Potential: New Horizons in Psionics (Dreamscarred Press PDF)
Various "The Mind Unveiled" PDFs (Dreamscarred Press)
Races of the Mind PDFs (Dreamscarred Press)
A few High Psionics PDFs (Dreamscarred Press)
Campaign and setting are custom, but the rules will be pure Pathfinder with a dash of 3.5 material, and a houserule here or there for any particularly broken classes, feats, etc. For instance, I'll be imposing some kind of restriction or drawback on Summoners to tone down their utter brokenness. Most characters shouldn't have any HRs to deal with; it's just a few options that I'm considering a balance-fix for. You don't need to worry about learning much of the setting, either, as it'll be fairly basic aside from the strange regions the group will be exploring and searching in their quest.
We'll be using the Pathfinder core rules, and some of the Advanced Player's Guide material included in the PFRD. And a few things from the Tome of Secrets, like races and classes, but I'll need to tweak/HR the ToS classes a bit to fix them. As well as some material from SuperGenius Games, like the Shadow Assassin, Time Thief, Races of Wind and Wing, Races of Hoof and Horn, etc. BUT MOST IMPORTANTLY, PSIONICS! Yes, this campaign will heavily utilize psionics, primarily from the Psionics Unleashed core psionics book for Pathfinder, as published by Dreamscarred Press with Paizo's input. You can find the PDF for sale easily enough on the Paizo, Dreamscarred Press, or RPGNow websites, if interested. Likewise for the SGG PDFs if interested in them.
Some other (3.5) psionics material from Dreamscarred Press will also be utilized, with some tweaks by me to adapt those bits and pieces for Pathfinder. I'm considering a minor limit on how many power points a psionic PC/NPC may have available at once; maybe double their manifester level at maximum, with the ability to refill that reserve with points from their overall total as a full-round action, maybe a minute or hour of meditation.
Now, YOU DON'T NEED TO USE PSIONICS, but it will significantly enhance play and your immersion in the game if you do use psionics in this campaign. Most notably because the party will rarely encounter magic-wielders and will rarely find any magic items beyond initial character creation, let alone any place to buy or trade for them (no magic shops; you'll only find a rare few individuals in the campaign who have a limited selection of magic items they're willing to trade away or are capable of creating). The VAST MAJORITY of non-mundane loot and market goods in the campaign will be psionic, so you'll be sorely disappointed if you expect to stock up on magic scrolls, potions, wands, staves, rods, armor, weapons, or wondrous items. Your group will be seriously hampered in some situations if they do not have any psionicists. In fact, your overall mission may well be doomed to failure if none in the group has a decent grasp on psionics.
Perhaps more importantly to many, you will have few chances to pick up any kind of magical classes beyond initial character creation; there may be a few opportunities during the campaign where you can find someone or something to train/bless/whatever you for a magical PrC, or where you could learn a magical base class from an NPC or fellow PC, and there may be a few that you could just acquire naturally (such as Dragon Disciple for any spontaneous arcane casters that have dragon-blood in their family, and some contact with dragons to awaken that draconic blood; I will likely update the gem dragons from MM2 for Pathfinder in this campaign, and metallic/chromatic dragons may show up briefly in the campaign). Prestige classes will have some kind of appropriate roleplay requirement in this campaign; not too much, but enough that they'll actually be more prestigious than just "guy with a few levels of wizard and a few metamagic feats."
Minor Psionics Houserule: The Psicraft skill will be used instead of Spellcraft for psionic matters in this campaign, so replace Spellcraft on any psionic class skill lists with Psicraft. Same function, different name. Psionics and magic are different enough that they ought to require different skills to ID accurately, and Psionics Unleashed already uses Knowledge (Psionics) for other psionic purposes, so I don't know why Psicraft wasn't used in it.
Psionic Power Houserules: No more than one Astral Construct power may be manifested at any given time under an individual's control; further attempts to manifest Astral Constructs by that individual, even through items, simply do not function (wasting nothing but an action). I will add any other psionic power houserules here if the need arises, but this is the only one that has come up in the campaign as important for game balance.
Aegis Houserules: As written, the Aegis class from Psionics Expanded just gets too much power and flexibility compared to core fighters and such, so in this campaign the Aegis has the following houserules. Firstly, they must expend a use of Reconfigure as an additional cost each time they activate Cannibalize Suit. Secondly, each use of Reconfigure or Cannibalize Suit costs 1 power point (expending 2 uses of Reconfigure for Perfect Merger costs 2 power points). Thirdly, their Damage Reduction is halved, rounded down (DR 1/- at 2nd-level, DR 2/- at 8th, DR 3/- at 14th, and DR 4/- at 20th-level). Finally, the Aegis receives only 1 Customization Point per level for their Astral Suit in this campaign. These changes at least keep them from being drastically tougher and stronger than Fighters, making the class more reasonable in power.
Alchemist Houserule: In this campaign, the Mutagens created by Alchemists only grant their effects for 1 round per class level when used, or 1 minute per class level after gaining the Persistent Mutagen class feature. Alchemists may extend the duration by one step (1 minute per Alchemist level without Persistent Mutagen, or 10 minutes per Alchemist level with it) by taking the new General feat "Extended Mutagen" and may take that feat a second time to extend the duration by one more step (up to 1 hour per Alchemist level if they have Persistent Mutagen).
Cavalier Houserules: Cavaliers will not gain any extra uses of the Tactician feature beyond 1st-level in this game, except for any they may acquire from taking copies of the Practiced Tactician feat listed in Ultimate Combat. In this campaign, the Challenge class feature of Cavaliers will not automatically improve beyond 1st-level, but instead Cavaliers must select the new General feat "Greater Challenge" in order to advance their Challenge bonuses; Greater Challenge will be selectable a maximum of once per 4 Cavalier levels in total, and each copy of that feat will increase the Cavalier's damage bonus and Order-specific bonus with the Challenge feature by +1. These changes bring Cavaliers closer to Fighters in power, though Cavaliers retain a clear advantage through their Mount and greater skills, which are hopefully at least slightly compensated for by the minor behavior restrictions of their Edict.
Cryptic Houserules: As with the Aegis, the Cryptic class printed in Psionics Expanded is drastically more powerful than core classes. In this campaign, Cryptics only gain an Insight at every 4th level in the class, instead of every two levels, and they get only 1 Insight at 20th-level instead of 2 (they still get a Supreme Insight ability though). The class features of Evasion and Rapid Defense are changed into Insights that are not gained freely but instead are simply available for selection like any other Insights. Thirdly, Enduring Defense only doubles the total daily duration for Altered Defense instead of making it unlimited. Finally, the Cryptic's manifester level in this campaign only equals 1 + half of his or her Cryptic level, rounded down, +1 more manifester level starting at 7th-level, and +1 more manifester level again at 13th-level (so they meet the minimum manifester level required for powers of each level available to them).
Dread Houserules: The Dread class likewise needs some reduction in power to balance out somewhat with core classes. In this campaign, the Dread class only counts half their level in the class (rounded down) when determining the damage bonus of their Devastating Touch and their number of daily Terror uses. Secondly, Dreads only get high base Will saves in this campaign, not high Reflex saves (so their base Reflex save equals their base Fortitude save). Thirdly, Twin Fear only functions when creatures within 10 feet suffer the shaken, frightened, or panicked conditions (instead of 30 feet). Finally, the Dread's manifester level in this campaign only equals 1 + half of his or her Dread level, rounded down, +1 more manifester level starting at 7th-level, and +1 more manifester level again at 13th-level (so they meet the minimum manifester level required for powers of each level available to them).
Gunslinger Note: For now I don't think Gunslingers need any houseruled adjustments, but it's possible I might notice some problem with their Deeds that might need tweaking. The Daring Act optional rule for recovering grit points WILL NOT BE USED since it sort of mirrors the rule for gaining Hero Points, which are already in use for this campaign.
Inquisitor Houserules: In this campaign, the Inquisitor class must expend 2 uses of Judgment in order to apply their Second Judgment, or 3 uses of Judgment when using Third Judgment as well. Inquisitors are roughly similar to Clerics in power or only slightly weaker, but they are still stronger than Bards and it is difficult to determine where their overall power level should be, given their relative advantages and disadvantages.
Magus Houserule: The Magus class from Ultimate Magic actually seems somewhat weaker overall than the Bard in Pathfinder, given their few skill points and small arcane pool, so for now I'll tentatively houserule them as getting one free copy of the Extra Arcane Pool feat as a bonus feat at every 4th level in the Magus class.
Marksman Houserules: The Marksman class is just slightly overpowered as-written, so the following houserules apply in this campaign. Marksmen have low Will saves in this campaign (same as their Fortitude saves), instead of high Will. Also, Marksmen count only half their level in the class (rounded down) towards their daily uses of Wind Reader.
Ninja Houserules: Ninjas in this campaign do not get Poison Use and Light Steps for free, but instead each of those become Ninja Tricks with no prerequisites. Light Steps is supernatural instead of extraordinary, furthermore. This is the simplest and least-troublesome fix for the Ninja's clear superiority over Rogues, without gimping them.
Psychic Warrior Houserules: Just two minor things I think the Psychic Warrior needs changed for balance purposes, though I may yet decide to reduce power points for most manifesters at some point. The durations of Pathweaving and Eternal Warrior are reduced to 5 rounds instead of 5 minutes.
Oracle Houserule: Oracles in this campaign will count only half of their class level toward the benefits of Revelations they have acquired, to a minimum of 1st-level, but they can select the same Revelation a second time in order to apply their full Oracle level when determining that particular Revelation's effects.
Samurai Houserules: Samurai will not gain any extra uses of the Resolve feature beyond 1st-level in this game, except for 1 extra use at 9th-level and another at 17th-level (with Greater Resolve and True Resolve), or by choosing copies of the new General feat "Increased Resolve" which can be selected multiple times and increases the maximum number of Resolve uses per day by 1 each time; Increased Resolve would simply require the Resolve feature as a prerequisites. In this campaign, the Challenge class feature of Samurai will not automatically improve beyond 1st-level, but instead Samurai must select the new General feat "Greater Challenge" in order to advance their Challenge bonuses; Greater Challenge will be selectable a maximum of once per 4 Samurai levels in total, and each copy of that feat will increase the Samurai's damage bonus and Order-specific bonus with the Challenge feature by +1 (such as the amount of DR from Order of the Warrior). Furthermore, Honorable Stand only lasts until the end of the encounter, or until 10 minutes have passed, or until the target of the Samurai's Challenge is defeated, whichever comes first. This keeps them reasonably close to Cavaliers in the campaign.
Soulknife Houserules: The Soulknife as-written is too strong and flexible compared to core fighter-types, so I'm making a few tweaks to it here. From now on, Soulknives in this campaign get low base Will saves instead of high Will, and Psychic Strike can only be used freely (charged) up to 3 times per day + the Soulknife's Charisma modifier. Further uses of Psychic Strike cost 1 power point each time it is charged.
Summoner Houserules: Summoners in this campaign will have the following changes to their Eidolon class feature to put them more in line with bards and druids: Eidolons will have their armor progression reduced to +0 at 1st-level, +1 at 2nd/3rd/4th-level, +2 at 5th/6th, +3 at 7th/8th/9th, +4 at 10th/11th, +5 at 12th/13th/14th, +6 at 15th/16th, +7 at 17th/18th/19th, and +8 at 20th-level; while Eidolons will have their Evolution Pool progression reduced to 1 point per Summoner level excluding every 5th-level (so 1 point at 1st-level, 4 points total at 4th/5th-level, 8 points total at 9th/10th-level, 12 points total at 14th/15th-level, and up to 15 points total at 19th/20th-level). Whine if you like, but I've seen Summoners in play and I've compared their stats against the closest counterparts, and they ARE overpowered as-written so these nerfs are the only way I'll allow them in my own game; their Eidolons will still be superior to animal companions but not so overwhelmingly after this.
Tactician Houserules: The Tactician class is seriously overpowered as-written in Psionics Expanded, so the following houserules are necessary to tone it down. The Tactician in this campaign gets bumped down to a d6 Hit Die and a low Base Attack Bonus, like a Psion. Furthermore, adding other creatures to the Tactician's Collective now costs 1 power point per creature, cumulative for each creature beyond the first at any given time (so it costs 1 power point to have 1 ally in the Collective, 2 power points to add a second ally, 3 power points to add a third, etc.). The Collective feature now only functions for up to 1 hour at a time, after which all other creatures in the Tactician's Collective are dropped from it unless the Tactician pays enough power points to renew the Collective (which simply adds another hour to the duration at that point, after which the Tactician must renew it again or let the Collective end). Tacticians in this campaign cannot maintain a Collective unless conscious and able to take mental action, not dazed, stunned, frightened, panicked, under a Confusion effect or similar, unconscious, comatose, or dead. Hopefully these tweaks will suffice to bring the class in-line with other full-manifester or full-caster classes.
Vitalist Houserules: As written, the Vitalist class is rather overpowered like the Tactician in many ways, which necessitates some powering-down. Firstly, Vitalists in this campaign must expend one of their Transfer Health uses for the day as an additional cost to activate Steal Health, Pulse, or Steal Life. Secondly, Vitalists must pay 1 power point each time they activate Transfer Health, 3 power points each time they activate Steal Health, or 13 power points each time they activate Steal Life. Thirdly, they do not gain the capacity for ranged attacks with Steal Health automatically, but instead may gain it through the new Psionic feat "Ranged Health Stealing" which simply requires a minimum of 7th-level in the Vitalist class (it is not free). Furthermore, adding other creatures to the Vitalist's Collective now costs 1 power point per creature, cumulative for each creature beyond the first at any given time (so it costs 1 power point to have 1 ally in the Collective, 2 power points to add a second ally, 3 power points to add a third, etc.). The Collective feature now only functions for up to 1 hour at a time, after which all other creatures in the Vitalist's Collective are dropped from it unless the Vitalist pays enough power points to renew the Collective (which simply adds another hour to the duration at that point, after which the Vitalist must renew it again or let the Collective end). Vitalists in this campaign cannot maintain a Collective unless conscious and able to take mental action, not dazed, stunned, frightened, panicked, under a Confusion effect or similar, unconscious, comatose, or dead.
Witch Houserule: In this campaign, Witches cannot use their Hexes more than once per day per Witch level, in total, and Major Hexes count double towards this limit while Grand Hexes count triple toward it. They're more powerful than Wizards as-written, due to their number of Hexes and ability to use most of them virtually at-will, so this limitation should at least mitigate that power difference.
Basic Campaign Info:
The Player Characters will start out as experienced adventurers of varied backgrounds, from different countries, organized by leaders of their home countries and tasked with finding a legendary artifact from a far-off land across the sea. The continent where the PCs hail from, or at least most of them (since a few PCs might be emissaries from the other continent), has been ravaged by war and left vulnerable. And an ancient, terrible evil is rising to finish the job the wars left half-done......
But the people of the main continent haven't faced this threat before, so they have no idea how to fight it, especially with their own militaries and magical resources all but depleted. Their only hope is a legend from the eastern continent, a distant and mysterious land that sailors have only had sporadic contact with. Those sailors brought back stories from that distant land, stories that include mention of an artifact wielded by the eastern continent's ancient leaders, against otherworldly invaders eerily similar to what those on the main continent now face......
And so the leaders of the main continent's remaining countries have decided to send out many of their most-capable countrymen to scour the eastern continent for the artifact, or for any easterners with the knowledge and power to repulse the ancient evil descending upon the main continent. Your PCs will be one such group sent on the search, one of the first in fact.
(Edit: The party has traveled to Azagan at this point, so that's where new PCs will be entering, either from another Rhivian expeditionary group or native Azaganians interested in traveling with the foreigners.)
The main continent used to be dominated by religious and arcane organizations, but now has only a small amount of magic still in use. Psionics has been around for a long time, but was rare among inhabitants of the main continent and there was little psionic lore available there for the past several centuries. Now psionics is making a minor resurgence on the main continent, and it has long been the dominant force on the eastern continent where the PCs will be going. Whereas many on the main continent once believed psionics to be a rare talent inherited only be a few people, recent contact with easterners has begun to spread rumors that anyone can develop such power with the right training, study, and focus, just like wizardry.
Final Notes/Suggestions:
You'll need a reasonably mixed party; some kind of frontliners, some kind of ranged attackers, some kind of scout/sneak, some kind of wilderness-guide, some kind of socialites, some kind of blaster, some kind of healer, some kind of information-gatherer, some kind of utility-person, some kind of lock-picker or door/chest-buster, and some kind of trap-disarmer or trap-springer. Ought to have some kind of psionicists among them. You will not be able to fight your way through every situation, nor sneak/talk your way through everything, either (nor can you just avoid the parts where one solution or the other doesn't work). I'm looking for about 6 players.
I will provide more-specific details on the campaign and setting when I have the time, and I'll be posting a character sheet template sometime around then as well. Everyone will need to use that character sheet template when submitting characters, and must submit them in this thread; I don't care if you use something else for your own reference and your own macros or char-gen or whatever, but I intend to keep organized notes on the entire party and their adventures, so I'm not bothering with any sheets posted on other websites, or in different formats.
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Something important I forgot when first typing that up. The primary reason that magical classes/items will be rare during play is that the wars on the main continent have been as much religious conflicts as territorial ones, and magic-wielders of all sorts were heavily employed by the militaries of the warring countries. So in the first few decades following the end of those wars, the people have come to resent mages, priests, zealots, and warmongers.
Wizardly libraries, bardic colleges, temples, shrines, and similar edifices have largely been destroyed or vandalized, leaving little for any new generations of mages or priests to learn from. While military academies and similar places have also been destroyed and fallen into disfavor, it's a lot easier for the remaining warriors of each country to train others directly, and less of the public resentment has been directed towards the average soldier or militiaman. Although a few decades have passed and the magical arts have slowly regained a small measure of respectability, there are still very few mages and priests remaining on the main continent to share their lore. Many magic items from the time of the wars have also been destroyed or buried, so there aren't many of them left to go around.
The World:
The world is known primarily as Mhavareth, to those on the main continent, itself called Rhivia by many of the inhabitants. Mhavareth is an Earthlike world with a yellow sun called Hevelior (or simply "the sun"; common myths of Rhivia say that Hevelior devoured the old sun, Rhisol), and a grayish moon called Lunelle (or just "the moon"). A year on Mhavareth is 280 days long, divided into 10 months of 28 days each on the Common Calender of Rhivia; each day is 24 hours long and each week is 7 days, as on Earth. The year starts with the first full moon of spring, as Lunelle completes a lunar cycle every 28 days, signalling the start of a new month. The common names for the months, from first to last, are simply Spring's Start, Spring's End, Summer's Start, Midsummer, Summer's End, Autumn's Start, Autumn's End, Winter's Start, Midwinter, and Winter's End. Weekdays are simply referred to by number; Firstday, Seconday, Thirday, Fourthday, Fifthday, Sixthday, and Seventhday.
The distant continent the party will be exploring/searching is known as Azagan and very little is known about it. But I will provide a few details about it to anyone who plays a native of that continent.
The Common tongue, also called Planar Common, is widely used across Mhavareth as a trade language, brought to this world by extraplanar merchants ages ago. The Great Beyond cosmology outlined in the Advanced Player's Guide (and the PRD, under Planar Adventures) will be used in this campaign. Racial tongues are used among many nonhumans, and Druidic persists among the druidic remnants across Rhivia. Other languages used on Rhivia include:
Rhivian (the language of an old empire that once dominated much of the continent, commonly spoken in the center of the continent),
Toran (spoken by people across the Crimson Tors in southern Rhivia),
Zanji (spoken by the Zanjin people of eastern Rhivia),
Vanderglotten (used in Vanderheim and among related tribes),
Loricaean (used across the Loricaean Isles and western coasts),
Esarro (on the Esarroccan Peninsula of the southwest),
Baratti (spoken in northwestern Rhivia and across northern islands),
and Dejarim (dominant in the southern deserts and savannahs of Rhivia).
These regional languages may be selected as bonus languages for high Intelligence by any character, and humans (including half-elves and half-orcs) learn one regional language for free (in addition to Common). Non-humans may substitute one regional language for one of their race's automatic languages.
Current party composition is a male half-orc Ranger (Synjin), a male ophiduan Ranger/Nomad Psion (Metaxo), a male human Oracle (Gabriel), a female human Soulknife (Nelwyn), and a female half-elf druid (Misty). Our male human Fighter, Orishi, female halfling Shaper Psion, Lilyan, and male ifrit Paladin, Niqal, and female aasimar Ranger, Evangeline, each had to drop out at some point due to real-life matters, but may perhaps return whenever their schedules clear up again or whenever they feel up to it. The party is searching the continent of Azagan now but new PCs can join them as former members of other expeditionary groups from Rhivia, or as Azaganian natives just looking to help (and a share of the treasure).
Below will follow re-postings of the info and guidelines from the original thread on the OpenRPG forums.
Char-Gen Rules (Updated before, but needs another update soon):
Starting level (or ECL) for new PCs is 10th, with 90,000 XP (fast progression) and 72,000 GP for starting wealth, putting you roughly halfway to 11th. You may spend up to half of your starting wealth on an item (a change from the original allowance for this campaign at lower levels, where folks could barely afford any but the cheapest magic items), so long as you leave some coin left for basic supplies (rations, waterskins, bedroll, backpack, belt pouch, flint and steel, etc.). You will need to buy basic supplies; your characters will be traveling A LOT and often in strange or remote places. Also, you may want to buy any important magic items right at char-gen, since you'll have little, if any, chance of picking them up during play (see below). Your PC will also have a free clothes outfit as noted in the PF Equipment chapter.
Maximum Hit Points for 1st-level, plus half the maximum from each Hit Die beyond that (or you can roll each extra HD on the game-server in front of me; choose for each HD beyond 1st-level; if you roll less than half for any given HD, then you must take half the maximum result for your very next HD). Base ability scores will be determined with Pathfinder 25-point-buy (epic fantasy). Hero points from the APG/PFRD are being used, so PCs start with 1 hero point, but I'm not sure yet if I'll allow the spells and items related to hero points (the feats are OK). Traits from the APG/PFRD are being used as well, so PCs start with 2 Traits; there are no "Campaign Traits" available in this game, and some other Traits may be renamed to fit the setting.
Any alignment (except chaotic evil) is fine, but evil PCs won't be allowed if anyone plays a Paladin. And evil PCs cannot be treacherous, self-absorbed backstabbers (chaotic neutral PCs can't be crazy, either); they have to be capable of teamwork, and must have a plausible reason for wanting to see the group's mission through to the end (even evil people tend to have some friends, family, or other loyalties). Refer to the intro at the bottom of this post.
Allowed Rulebooks/PDFs:
The Pathfinder Reference Document (the online PRD)
Pathfinder Core Rulebook
Pathfinder Advanced Player's Guide
Pathfinder Bestiary I-III
Pathfinder Ultimate Combat
Pathfinder Ultimate Magic
Pathfinder Advanced Race Guide
Psionics Unleashed
Psionics Expanded
Limited material from The Tome of Secrets (Adamant Entertainment)
Various "Genius Guides to:" (SuperGenius Games PDFs)
Untapped Potential: New Horizons in Psionics (Dreamscarred Press PDF)
Various "The Mind Unveiled" PDFs (Dreamscarred Press)
Races of the Mind PDFs (Dreamscarred Press)
A few High Psionics PDFs (Dreamscarred Press)
Campaign and setting are custom, but the rules will be pure Pathfinder with a dash of 3.5 material, and a houserule here or there for any particularly broken classes, feats, etc. For instance, I'll be imposing some kind of restriction or drawback on Summoners to tone down their utter brokenness. Most characters shouldn't have any HRs to deal with; it's just a few options that I'm considering a balance-fix for. You don't need to worry about learning much of the setting, either, as it'll be fairly basic aside from the strange regions the group will be exploring and searching in their quest.
We'll be using the Pathfinder core rules, and some of the Advanced Player's Guide material included in the PFRD. And a few things from the Tome of Secrets, like races and classes, but I'll need to tweak/HR the ToS classes a bit to fix them. As well as some material from SuperGenius Games, like the Shadow Assassin, Time Thief, Races of Wind and Wing, Races of Hoof and Horn, etc. BUT MOST IMPORTANTLY, PSIONICS! Yes, this campaign will heavily utilize psionics, primarily from the Psionics Unleashed core psionics book for Pathfinder, as published by Dreamscarred Press with Paizo's input. You can find the PDF for sale easily enough on the Paizo, Dreamscarred Press, or RPGNow websites, if interested. Likewise for the SGG PDFs if interested in them.
Some other (3.5) psionics material from Dreamscarred Press will also be utilized, with some tweaks by me to adapt those bits and pieces for Pathfinder. I'm considering a minor limit on how many power points a psionic PC/NPC may have available at once; maybe double their manifester level at maximum, with the ability to refill that reserve with points from their overall total as a full-round action, maybe a minute or hour of meditation.
Now, YOU DON'T NEED TO USE PSIONICS, but it will significantly enhance play and your immersion in the game if you do use psionics in this campaign. Most notably because the party will rarely encounter magic-wielders and will rarely find any magic items beyond initial character creation, let alone any place to buy or trade for them (no magic shops; you'll only find a rare few individuals in the campaign who have a limited selection of magic items they're willing to trade away or are capable of creating). The VAST MAJORITY of non-mundane loot and market goods in the campaign will be psionic, so you'll be sorely disappointed if you expect to stock up on magic scrolls, potions, wands, staves, rods, armor, weapons, or wondrous items. Your group will be seriously hampered in some situations if they do not have any psionicists. In fact, your overall mission may well be doomed to failure if none in the group has a decent grasp on psionics.
Perhaps more importantly to many, you will have few chances to pick up any kind of magical classes beyond initial character creation; there may be a few opportunities during the campaign where you can find someone or something to train/bless/whatever you for a magical PrC, or where you could learn a magical base class from an NPC or fellow PC, and there may be a few that you could just acquire naturally (such as Dragon Disciple for any spontaneous arcane casters that have dragon-blood in their family, and some contact with dragons to awaken that draconic blood; I will likely update the gem dragons from MM2 for Pathfinder in this campaign, and metallic/chromatic dragons may show up briefly in the campaign). Prestige classes will have some kind of appropriate roleplay requirement in this campaign; not too much, but enough that they'll actually be more prestigious than just "guy with a few levels of wizard and a few metamagic feats."
Minor Psionics Houserule: The Psicraft skill will be used instead of Spellcraft for psionic matters in this campaign, so replace Spellcraft on any psionic class skill lists with Psicraft. Same function, different name. Psionics and magic are different enough that they ought to require different skills to ID accurately, and Psionics Unleashed already uses Knowledge (Psionics) for other psionic purposes, so I don't know why Psicraft wasn't used in it.
Psionic Power Houserules: No more than one Astral Construct power may be manifested at any given time under an individual's control; further attempts to manifest Astral Constructs by that individual, even through items, simply do not function (wasting nothing but an action). I will add any other psionic power houserules here if the need arises, but this is the only one that has come up in the campaign as important for game balance.
Aegis Houserules: As written, the Aegis class from Psionics Expanded just gets too much power and flexibility compared to core fighters and such, so in this campaign the Aegis has the following houserules. Firstly, they must expend a use of Reconfigure as an additional cost each time they activate Cannibalize Suit. Secondly, each use of Reconfigure or Cannibalize Suit costs 1 power point (expending 2 uses of Reconfigure for Perfect Merger costs 2 power points). Thirdly, their Damage Reduction is halved, rounded down (DR 1/- at 2nd-level, DR 2/- at 8th, DR 3/- at 14th, and DR 4/- at 20th-level). Finally, the Aegis receives only 1 Customization Point per level for their Astral Suit in this campaign. These changes at least keep them from being drastically tougher and stronger than Fighters, making the class more reasonable in power.
Alchemist Houserule: In this campaign, the Mutagens created by Alchemists only grant their effects for 1 round per class level when used, or 1 minute per class level after gaining the Persistent Mutagen class feature. Alchemists may extend the duration by one step (1 minute per Alchemist level without Persistent Mutagen, or 10 minutes per Alchemist level with it) by taking the new General feat "Extended Mutagen" and may take that feat a second time to extend the duration by one more step (up to 1 hour per Alchemist level if they have Persistent Mutagen).
Cavalier Houserules: Cavaliers will not gain any extra uses of the Tactician feature beyond 1st-level in this game, except for any they may acquire from taking copies of the Practiced Tactician feat listed in Ultimate Combat. In this campaign, the Challenge class feature of Cavaliers will not automatically improve beyond 1st-level, but instead Cavaliers must select the new General feat "Greater Challenge" in order to advance their Challenge bonuses; Greater Challenge will be selectable a maximum of once per 4 Cavalier levels in total, and each copy of that feat will increase the Cavalier's damage bonus and Order-specific bonus with the Challenge feature by +1. These changes bring Cavaliers closer to Fighters in power, though Cavaliers retain a clear advantage through their Mount and greater skills, which are hopefully at least slightly compensated for by the minor behavior restrictions of their Edict.
Cryptic Houserules: As with the Aegis, the Cryptic class printed in Psionics Expanded is drastically more powerful than core classes. In this campaign, Cryptics only gain an Insight at every 4th level in the class, instead of every two levels, and they get only 1 Insight at 20th-level instead of 2 (they still get a Supreme Insight ability though). The class features of Evasion and Rapid Defense are changed into Insights that are not gained freely but instead are simply available for selection like any other Insights. Thirdly, Enduring Defense only doubles the total daily duration for Altered Defense instead of making it unlimited. Finally, the Cryptic's manifester level in this campaign only equals 1 + half of his or her Cryptic level, rounded down, +1 more manifester level starting at 7th-level, and +1 more manifester level again at 13th-level (so they meet the minimum manifester level required for powers of each level available to them).
Dread Houserules: The Dread class likewise needs some reduction in power to balance out somewhat with core classes. In this campaign, the Dread class only counts half their level in the class (rounded down) when determining the damage bonus of their Devastating Touch and their number of daily Terror uses. Secondly, Dreads only get high base Will saves in this campaign, not high Reflex saves (so their base Reflex save equals their base Fortitude save). Thirdly, Twin Fear only functions when creatures within 10 feet suffer the shaken, frightened, or panicked conditions (instead of 30 feet). Finally, the Dread's manifester level in this campaign only equals 1 + half of his or her Dread level, rounded down, +1 more manifester level starting at 7th-level, and +1 more manifester level again at 13th-level (so they meet the minimum manifester level required for powers of each level available to them).
Gunslinger Note: For now I don't think Gunslingers need any houseruled adjustments, but it's possible I might notice some problem with their Deeds that might need tweaking. The Daring Act optional rule for recovering grit points WILL NOT BE USED since it sort of mirrors the rule for gaining Hero Points, which are already in use for this campaign.
Inquisitor Houserules: In this campaign, the Inquisitor class must expend 2 uses of Judgment in order to apply their Second Judgment, or 3 uses of Judgment when using Third Judgment as well. Inquisitors are roughly similar to Clerics in power or only slightly weaker, but they are still stronger than Bards and it is difficult to determine where their overall power level should be, given their relative advantages and disadvantages.
Magus Houserule: The Magus class from Ultimate Magic actually seems somewhat weaker overall than the Bard in Pathfinder, given their few skill points and small arcane pool, so for now I'll tentatively houserule them as getting one free copy of the Extra Arcane Pool feat as a bonus feat at every 4th level in the Magus class.
Marksman Houserules: The Marksman class is just slightly overpowered as-written, so the following houserules apply in this campaign. Marksmen have low Will saves in this campaign (same as their Fortitude saves), instead of high Will. Also, Marksmen count only half their level in the class (rounded down) towards their daily uses of Wind Reader.
Ninja Houserules: Ninjas in this campaign do not get Poison Use and Light Steps for free, but instead each of those become Ninja Tricks with no prerequisites. Light Steps is supernatural instead of extraordinary, furthermore. This is the simplest and least-troublesome fix for the Ninja's clear superiority over Rogues, without gimping them.
Psychic Warrior Houserules: Just two minor things I think the Psychic Warrior needs changed for balance purposes, though I may yet decide to reduce power points for most manifesters at some point. The durations of Pathweaving and Eternal Warrior are reduced to 5 rounds instead of 5 minutes.
Oracle Houserule: Oracles in this campaign will count only half of their class level toward the benefits of Revelations they have acquired, to a minimum of 1st-level, but they can select the same Revelation a second time in order to apply their full Oracle level when determining that particular Revelation's effects.
Samurai Houserules: Samurai will not gain any extra uses of the Resolve feature beyond 1st-level in this game, except for 1 extra use at 9th-level and another at 17th-level (with Greater Resolve and True Resolve), or by choosing copies of the new General feat "Increased Resolve" which can be selected multiple times and increases the maximum number of Resolve uses per day by 1 each time; Increased Resolve would simply require the Resolve feature as a prerequisites. In this campaign, the Challenge class feature of Samurai will not automatically improve beyond 1st-level, but instead Samurai must select the new General feat "Greater Challenge" in order to advance their Challenge bonuses; Greater Challenge will be selectable a maximum of once per 4 Samurai levels in total, and each copy of that feat will increase the Samurai's damage bonus and Order-specific bonus with the Challenge feature by +1 (such as the amount of DR from Order of the Warrior). Furthermore, Honorable Stand only lasts until the end of the encounter, or until 10 minutes have passed, or until the target of the Samurai's Challenge is defeated, whichever comes first. This keeps them reasonably close to Cavaliers in the campaign.
Soulknife Houserules: The Soulknife as-written is too strong and flexible compared to core fighter-types, so I'm making a few tweaks to it here. From now on, Soulknives in this campaign get low base Will saves instead of high Will, and Psychic Strike can only be used freely (charged) up to 3 times per day + the Soulknife's Charisma modifier. Further uses of Psychic Strike cost 1 power point each time it is charged.
Summoner Houserules: Summoners in this campaign will have the following changes to their Eidolon class feature to put them more in line with bards and druids: Eidolons will have their armor progression reduced to +0 at 1st-level, +1 at 2nd/3rd/4th-level, +2 at 5th/6th, +3 at 7th/8th/9th, +4 at 10th/11th, +5 at 12th/13th/14th, +6 at 15th/16th, +7 at 17th/18th/19th, and +8 at 20th-level; while Eidolons will have their Evolution Pool progression reduced to 1 point per Summoner level excluding every 5th-level (so 1 point at 1st-level, 4 points total at 4th/5th-level, 8 points total at 9th/10th-level, 12 points total at 14th/15th-level, and up to 15 points total at 19th/20th-level). Whine if you like, but I've seen Summoners in play and I've compared their stats against the closest counterparts, and they ARE overpowered as-written so these nerfs are the only way I'll allow them in my own game; their Eidolons will still be superior to animal companions but not so overwhelmingly after this.
Tactician Houserules: The Tactician class is seriously overpowered as-written in Psionics Expanded, so the following houserules are necessary to tone it down. The Tactician in this campaign gets bumped down to a d6 Hit Die and a low Base Attack Bonus, like a Psion. Furthermore, adding other creatures to the Tactician's Collective now costs 1 power point per creature, cumulative for each creature beyond the first at any given time (so it costs 1 power point to have 1 ally in the Collective, 2 power points to add a second ally, 3 power points to add a third, etc.). The Collective feature now only functions for up to 1 hour at a time, after which all other creatures in the Tactician's Collective are dropped from it unless the Tactician pays enough power points to renew the Collective (which simply adds another hour to the duration at that point, after which the Tactician must renew it again or let the Collective end). Tacticians in this campaign cannot maintain a Collective unless conscious and able to take mental action, not dazed, stunned, frightened, panicked, under a Confusion effect or similar, unconscious, comatose, or dead. Hopefully these tweaks will suffice to bring the class in-line with other full-manifester or full-caster classes.
Vitalist Houserules: As written, the Vitalist class is rather overpowered like the Tactician in many ways, which necessitates some powering-down. Firstly, Vitalists in this campaign must expend one of their Transfer Health uses for the day as an additional cost to activate Steal Health, Pulse, or Steal Life. Secondly, Vitalists must pay 1 power point each time they activate Transfer Health, 3 power points each time they activate Steal Health, or 13 power points each time they activate Steal Life. Thirdly, they do not gain the capacity for ranged attacks with Steal Health automatically, but instead may gain it through the new Psionic feat "Ranged Health Stealing" which simply requires a minimum of 7th-level in the Vitalist class (it is not free). Furthermore, adding other creatures to the Vitalist's Collective now costs 1 power point per creature, cumulative for each creature beyond the first at any given time (so it costs 1 power point to have 1 ally in the Collective, 2 power points to add a second ally, 3 power points to add a third, etc.). The Collective feature now only functions for up to 1 hour at a time, after which all other creatures in the Vitalist's Collective are dropped from it unless the Vitalist pays enough power points to renew the Collective (which simply adds another hour to the duration at that point, after which the Vitalist must renew it again or let the Collective end). Vitalists in this campaign cannot maintain a Collective unless conscious and able to take mental action, not dazed, stunned, frightened, panicked, under a Confusion effect or similar, unconscious, comatose, or dead.
Witch Houserule: In this campaign, Witches cannot use their Hexes more than once per day per Witch level, in total, and Major Hexes count double towards this limit while Grand Hexes count triple toward it. They're more powerful than Wizards as-written, due to their number of Hexes and ability to use most of them virtually at-will, so this limitation should at least mitigate that power difference.
Basic Campaign Info:
The Player Characters will start out as experienced adventurers of varied backgrounds, from different countries, organized by leaders of their home countries and tasked with finding a legendary artifact from a far-off land across the sea. The continent where the PCs hail from, or at least most of them (since a few PCs might be emissaries from the other continent), has been ravaged by war and left vulnerable. And an ancient, terrible evil is rising to finish the job the wars left half-done......
But the people of the main continent haven't faced this threat before, so they have no idea how to fight it, especially with their own militaries and magical resources all but depleted. Their only hope is a legend from the eastern continent, a distant and mysterious land that sailors have only had sporadic contact with. Those sailors brought back stories from that distant land, stories that include mention of an artifact wielded by the eastern continent's ancient leaders, against otherworldly invaders eerily similar to what those on the main continent now face......
And so the leaders of the main continent's remaining countries have decided to send out many of their most-capable countrymen to scour the eastern continent for the artifact, or for any easterners with the knowledge and power to repulse the ancient evil descending upon the main continent. Your PCs will be one such group sent on the search, one of the first in fact.
(Edit: The party has traveled to Azagan at this point, so that's where new PCs will be entering, either from another Rhivian expeditionary group or native Azaganians interested in traveling with the foreigners.)
The main continent used to be dominated by religious and arcane organizations, but now has only a small amount of magic still in use. Psionics has been around for a long time, but was rare among inhabitants of the main continent and there was little psionic lore available there for the past several centuries. Now psionics is making a minor resurgence on the main continent, and it has long been the dominant force on the eastern continent where the PCs will be going. Whereas many on the main continent once believed psionics to be a rare talent inherited only be a few people, recent contact with easterners has begun to spread rumors that anyone can develop such power with the right training, study, and focus, just like wizardry.
Final Notes/Suggestions:
You'll need a reasonably mixed party; some kind of frontliners, some kind of ranged attackers, some kind of scout/sneak, some kind of wilderness-guide, some kind of socialites, some kind of blaster, some kind of healer, some kind of information-gatherer, some kind of utility-person, some kind of lock-picker or door/chest-buster, and some kind of trap-disarmer or trap-springer. Ought to have some kind of psionicists among them. You will not be able to fight your way through every situation, nor sneak/talk your way through everything, either (nor can you just avoid the parts where one solution or the other doesn't work). I'm looking for about 6 players.
I will provide more-specific details on the campaign and setting when I have the time, and I'll be posting a character sheet template sometime around then as well. Everyone will need to use that character sheet template when submitting characters, and must submit them in this thread; I don't care if you use something else for your own reference and your own macros or char-gen or whatever, but I intend to keep organized notes on the entire party and their adventures, so I'm not bothering with any sheets posted on other websites, or in different formats.
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Something important I forgot when first typing that up. The primary reason that magical classes/items will be rare during play is that the wars on the main continent have been as much religious conflicts as territorial ones, and magic-wielders of all sorts were heavily employed by the militaries of the warring countries. So in the first few decades following the end of those wars, the people have come to resent mages, priests, zealots, and warmongers.
Wizardly libraries, bardic colleges, temples, shrines, and similar edifices have largely been destroyed or vandalized, leaving little for any new generations of mages or priests to learn from. While military academies and similar places have also been destroyed and fallen into disfavor, it's a lot easier for the remaining warriors of each country to train others directly, and less of the public resentment has been directed towards the average soldier or militiaman. Although a few decades have passed and the magical arts have slowly regained a small measure of respectability, there are still very few mages and priests remaining on the main continent to share their lore. Many magic items from the time of the wars have also been destroyed or buried, so there aren't many of them left to go around.
The World:
The world is known primarily as Mhavareth, to those on the main continent, itself called Rhivia by many of the inhabitants. Mhavareth is an Earthlike world with a yellow sun called Hevelior (or simply "the sun"; common myths of Rhivia say that Hevelior devoured the old sun, Rhisol), and a grayish moon called Lunelle (or just "the moon"). A year on Mhavareth is 280 days long, divided into 10 months of 28 days each on the Common Calender of Rhivia; each day is 24 hours long and each week is 7 days, as on Earth. The year starts with the first full moon of spring, as Lunelle completes a lunar cycle every 28 days, signalling the start of a new month. The common names for the months, from first to last, are simply Spring's Start, Spring's End, Summer's Start, Midsummer, Summer's End, Autumn's Start, Autumn's End, Winter's Start, Midwinter, and Winter's End. Weekdays are simply referred to by number; Firstday, Seconday, Thirday, Fourthday, Fifthday, Sixthday, and Seventhday.
The distant continent the party will be exploring/searching is known as Azagan and very little is known about it. But I will provide a few details about it to anyone who plays a native of that continent.
The Common tongue, also called Planar Common, is widely used across Mhavareth as a trade language, brought to this world by extraplanar merchants ages ago. The Great Beyond cosmology outlined in the Advanced Player's Guide (and the PRD, under Planar Adventures) will be used in this campaign. Racial tongues are used among many nonhumans, and Druidic persists among the druidic remnants across Rhivia. Other languages used on Rhivia include:
Rhivian (the language of an old empire that once dominated much of the continent, commonly spoken in the center of the continent),
Toran (spoken by people across the Crimson Tors in southern Rhivia),
Zanji (spoken by the Zanjin people of eastern Rhivia),
Vanderglotten (used in Vanderheim and among related tribes),
Loricaean (used across the Loricaean Isles and western coasts),
Esarro (on the Esarroccan Peninsula of the southwest),
Baratti (spoken in northwestern Rhivia and across northern islands),
and Dejarim (dominant in the southern deserts and savannahs of Rhivia).
These regional languages may be selected as bonus languages for high Intelligence by any character, and humans (including half-elves and half-orcs) learn one regional language for free (in addition to Common). Non-humans may substitute one regional language for one of their race's automatic languages.
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