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Campaign Necessities

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Campaign Necessities Empty Campaign Necessities

Post  The Sub-Creator on Tue Jul 28, 2015 12:19 am

I'll probably add to this as we progress, since it's doubtful that I'll remember it all now!  However, the purpose of this thread is to throw out how we're going to be handling some of our rules variants for the Shattered Star campaign.

1) Unchained Rules: There are two new systems in Pathfinder Unchained that I'd like to work with in this campaign.  The first is Background Skills, in which your character gains two additional skill points per level that can only be used in selected background skills.  This primarily a backstory convenience for characters, as everyone had some profession or craft they did or area of expertise they studied.  With background skills, you have the ability to progress in said knowledge or craft without having to use your normal skill point allotment for flavor (we all know that for some classes, those skill points are truly precious).

The second unchained rule I'd like to try would be Scaling Magic Items.  Basically, this would give each character one item (can be a weapon, armor, shield, or other like cape or wondrous item, etc) that continues to gain abilities as one progresses up in level.  Think of it almost as a hereditary or legendary item that your character starts with, but as he or she levels, it grows in power with them, unlocking new abilities every 2-4 levels!  This is an item of extreme value that you (the player) would be able to create and customize to fit your character concept however you chose, though I would request that you keep it themed--meaning, the powers unlocked aren't some randomized group of "I win" buttons, but instead all make sense together to form a central theme for the item--and that everyone make their progression end at no later than 16th level (that will give everyone a chance to see their item come to full fruition during the campaign itself).

For starting off purposes, the scaling item begins as a masterwork item of its kind, but is otherwise mundane at level 1.  However, it may begin its progression into the magical as early as level 2 or 3, if you wish.

Now, while Background Skills is a go no matter what (there is no downside here), Scaling Magic Items is something that we can discuss as to whether we want to try it or not.  I think the idea is fantastic, and it sounds like something that you would all have a blast doing (creating a progressing magical item for your character specifically).  However, the system does get kind of complicated in its design, so there would need to be a learning curve here.  Also, for simplicity's sake, the inclusion of Scaling Magic Items in this campaign will be an all-or-none situation.  Either every character will have one, or no character will have one.  I'm doing this specifically for the treasure adjustment, which would be incredibly easy to handle if everyone had such an item than it would be if it came to some individuals having one and others not.  Thus, if we have a couple people not wishing to do it, then I'm taking it away from everyone.  We can talk about it!

If you go to the site I have linked for you just below, you'll find both of these Unchained Rules explained!


2) Illusions: As in my other campaigns, illusions will not show up via a detect magic spell.  More powerful magic, such as true seeing will be required to see them (or interacting with them, of course).

3) Ability Progression: I have decided to continue using the ability progression chart that we came up with -- +1 per 2 levels; an additional +1 every fourth level that cannot be put into the same ability.  This helps characters grow a bit more quickly, I think, and everyone seems to enjoy this quicker rate of progression.

Additionally, everyone will be expected to keep track of their primary stat (the one that you're putting the vast majority of the above bonuses into--as an example, a wizard would almost certainly be putting the majority of their ability points into Intelligence, so that would be their primary stat).  You will not be able to magically enhance via items your character's primary stat save with one exception, which will be noted below.  However, the other five ability stats will be allowed to be enhanced via magic items with no more than a +2 bonus.  I'm doing this so that some of those interesting magic items like the belt of the weasel and the lesser belt of mighty hurling can still be used and maintain their flavor.

4) Magic Items: I'll be going back to the usage of magical enhancements on weapons, armor, and shields once again.  The inherent bonuses were fun, but cumbersome to me.  Since I'm trying a couple new things in this campaign, I want to simplify this a bit anyway.

Following are how I'm working magical item restrictions:

* ioun stones - These are the only magical items that will grant enhancement bonuses to any of a character's six ability stats (even their primary stat).  Ioun stones have a cherished role in the Pathfinder game, so I want these to be the exception to the rule!  However, I will be capping their enhancement potential at +4 to an ability (no +6 enhancements . . . sorry).

* No cloaks of resistance

* Any item that only enhances an ability score is out, such as belt of giant strength, belt of physical perfection, headbands of vast intelligence, headbands of alluring charisma, etc.

* Tomes that give one-time ability enhancements (like tomes of clear thought for example) cannot be bought, only found.

5) Inherent Saving Throw bonuses: You will get inherent saving throw increases by level, as follows:

+1 at 2nd level; +1 at 6th level; +1 at 10th level; +1 at 14th level; +1 at 18th level

6) Magical Traps: Please remember that in order to use disarm device to disarm a magical trap, you must have the trapfinding ability.  This isn't my rule, but comes right out of the CRB, but I wanted to make sure folk knew that since this campaign will be a little more trap intensive!

Last edited by The Sub-Creator on Sat Sep 05, 2015 1:32 pm; edited 2 times in total

This is my word, and, as such, is beyond contestation.

The Sub-Creator

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Post  The Sub-Creator on Tue Jul 28, 2015 12:30 am

Forgot one already!

7) Rapid Item Creation Cost: When purchasing items from crafters with the intent to receive the item quickly (half the number of days it would normally take to craft the item), you will need to add a 250 gp/day saved surcharge to the item's cost.

For example, you wish to get your +2 longsword upgraded to a +3, which cost you 10,000 gp and 10 days worth of waiting while the weaponsmith works on the item. You don't wish to wait that long, and so request he speed up the work (by rule, cutting the time in half by adding a +5 to the craft DC). This means you can get the +3 longsword completed in 5 days, but it will now cost you 11,250 gp for it (250 gp per day saved = 1,250 gp surcharge).

This is my word, and, as such, is beyond contestation.

The Sub-Creator

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Post  The Sub-Creator on Sat Aug 22, 2015 11:07 pm

8. Searching Rooms: The average time it takes to actively search a room will be 30 seconds per 10-ft x 10-ft area.  This is the base time per room.  Thus, to offer a couple examples, a 50x50 room would take 12.5 minutes to search, while a room 40x25 would take 5 minutes.  This time can be reduced by two different variables: additional searchers and aids.  All times will be rounded to the nearest half-minute.

~ Additional Searchers - These are characters that choose to roll their own Perception score for the room.  This effectively divides the time by the number of characters individually searching if they are not searching same areas.  What this means is that three characters choosing to divide up and search the 50x50 room (which takes a base 12.5 minutes to complete) can do so in 4 minutes (12.5 / 3 = 4.17 minutes rounded to the nearest half-minute equals 4 minutes).  However, this means that each character would have to identify which part of the room they are searching, and their Perception roll would be only for that area.  If three characters are all searching the exact same areas (as in, the whole room; or checking and triple checking), there would be no reduction in the time at all.

~ Aids - These are characters that choose not to roll their own Perception to search, but instead as an “aid another” action.  Not only does this give the typical benefit of +2 per successful aid to the primary searcher, but it also reduces the time by 10% for every character aiding--both successfully or unsuccessfully.  Thus, using the example of the 50x50 room with 1 character searching and 2 characters aiding the first, it would take them 10 minutes (12.5 x 20% = 2.5; 12.5 - 2.5 = 10), regardless of whether either or both of the two aiding characters successfully aided.

Note, please, that these time reduction methods can also be split if there are enough characters.  As an example, if a party consists of four characters, it’s possible to have two searchers and two aids, with one character aiding each of the searchers.  If the 50x50 room is split in half by the searchers, the search time then becomes 6.5 minutes (12.5 / 2 = 6.25 rounded to the nearest half-minute equals 6.5), which is then further reduced by the aiding characters to 6 minutes (6.5 x 10% = .65; 6.5 - .65 = 5.85 rounded to nearest half-minute equals 6 minutes).  In this final example, a fifth character could only reduce the time if he is a searcher; a fifth character aiding in this scenario would not lessen the time because he could only aid one group, reducing that group’s time, but not reducing the other group’s time.

9) The Short Rest: Characters will now have the opportunity to take short rests during an adventuring day.  A short rest will take only 1 hour, and during that time characters will be able to replenish a limited number of hit points, spells, and daily abilities.

* hit points - A character will get a number of Rest Dice equal to their character level (a 4th level character would get 4 Rest Dice).  A character’s Rest Die is two steps lower than his class’ hit die (ex. A fighter’s hit die is a d10, so his Rest Die is a d6; a wizard’s hit die is a d6, so his Rest Die is a d3).  Thus, a 4th level fighter would receive 4d6 Rest Dice.

When a party stops for a short rest, the player chooses the number of Rest Dice from his available allotment to roll and recovers that many hit points during the resting period.  The Rest Dice used are then gone for that day, only to replenish after a full rest period (8 hours).  So, if you are a 4th level fighter, and the party takes a short rest, you may choose to use up to 4d6 Rest Dice to regain hit points during the rest.  If you choose to use 3d6, then you roll them to determine how many hp are regained, and you only have 1d6 Rest Die left should the party choose to take another short rest later on.  When you have used all of your Rest Dice for the day, then you cannot regain hit points again until after a full rest is taken.

* spells - All arcane, divine, and psychic spellcasters, as well as alchemists, will gain a number of Recovery Dice equal to their character level.  A Recovery Die is a d3, so a 4th level Wizard has 4d3 Recovery Dice.  These act exactly as Rest Dice do for hit points, except these work for the recovery of spell levels (or extracts for alchemists).  Recovery Dice used during a short rest do not replenish until after a full rest is taken.

A magic user may memorize any level of spells he knows in any combination equal to the number of spell levels gained on his Recovery Dice roll.  These need not be spells that he had already committed to memory that day, since the magic user is essentially studying his spellbook (or equivalent) throughout the rest.  For divine casters, this it time spent in prayer or meditation or whatever is most appropriate for his magic replenishment.

* daily abilities - During a short rest, a character replenishes 25% of his maximum allotment of daily abilities.  Daily abilities are any abilities that are given a character to use so many times a day, such as a cleric’s domain abilities, an oracle’s revelations, an alchemist’s bombs, and so forth.  It also works for replenishing points, such as a magus’ arcane pool, a swashbuckler’s pinache, a gunslinger’s grit, etc.  This always rounds down to a minimum of 1 replenished ability due to the rest.

If a character has no Rest or Recovery Dice remaining, they are fully depleted and cannot regain daily abilities either.

Note - A full, 8-hour rest will now permit character’s to regain 3 times their character level in hit points (a 4th level character would recover 12 hp after a full rest).  However, any interruption from a random encounter at any time during this 8-hour rest will require the entire rest period be done again in order for complete rest benefits to be regained.  Thus, a full rest period must be uninterrupted to completely replenish spells and abilities and full possible hit points.

During an interrupted full rest, a character may use whatever Rest and Recovery Dice they have remaining, and still get 25% of their daily abilities replenished if they have any short rest dice remaining at all.

Finally, short rests do not act as actual rest when it comes to pushing beyond a normal adventuring day.  Characters that go longer than 12 hours in an adventuring day will be required to make the DC 10 Constitution check (+1 per extra hour) or be fatigued.

10) Character-to-Character Hand-Offs During Combat: Sometimes, in the midst of combat, a character wishes to hand a potion or wand (or any other item) to another character in need.  Obviously, to do this, the receiving character must have a free hand to take the item being offered.

Mechanically, the character giving this item may choose to use a move or swift action to do so; however, the character receiving the item must use an immediate action to take it (which is significant because this means they no longer have a swift action to use when their turn comes!).

This is my word, and, as such, is beyond contestation.

The Sub-Creator

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