Esper and myself will be DMing a mixed 3.5/Pathfinder game on Thursdays at 11pm PST(for those of you who didn't bother reading the title) using an offsite chat/dice room. This OoC will contain common World Lore, Basic Rules, House Rules, Rule Alterations and Variants, and your character CSs. Speaking of that last part, please use Mythweaver's Pathfinder CS, as it has a correct skills list and additions for what we will be using for the game and allow us to assist you in character creation should you require it. Also makes it easier for us to keep track of your character's progress after the game starts.
Be respectful, this is a serious game, not Big Goddamned Heroes or Murder Hobos. Wrath of God DM will strike you dead if you even try it. Rule 0 is in play, DM's word is always final.
If you can honestly justify something, we'll let it fly. If you try to bullshit it, don't even bother trying.
House Rules and Rule changes from basic D&D 3.5:
Combat- Use of Pathfinder's Combat rules in conjunction with 3.5, if a rule exist in both, Pathfinder is the default
Skills- Use of Pathfinder Skill rules, if it exist in both, Pathfinder is the default(Amendment- Skill rank cap is set to the 3.5 default)
Listen, Spot, and Search are now under Perception, having any as a class skill in 3.5 makes Perception a class skill for conversion.
Hide and Move silently are now Stealth, Conversion rule applies
Balance and Tumble are now Acrobatics, Conversion rule applies
Speak/Learn Language, Decipher Script, and Forgery are now Linguistics, Conversion rule applies
Gather Information is now under the Diplomacy skill, Conversion rule applies
Feats- All 3.5 and Pathfinder feats are available, with Pathfinder being the default should the feat exist in both(Amendment- Psionic feats are banned)
Classes- 3.5 classes are the default, Pathfinder classes and archetypes are considered variants. All Psionic classes and Prestige classes are banned from play, as are druids. Fighters are replaced with a Homebrew Variant, unless you wish to use the 3.5/PF base class, which I will post if one wishes to play as one.
Magic- We are not using the normal Spells per day system, but rather Spell Points. This will allow for a more versatile selection of spells. When one reaches 1/2 their maximum spell points they become fatigued
Clerics/Wizards: When preparing spells you may select 3 from each level and cast them as you wish, however you're locked into those spells until next preparation time.
Rangers: They gain no spells, but instead gain two bonus feats. Instead at Level 3 a Ranger gains Woodland Stride as a 2nd Level Druid would. At Level 9, a Ranger chooses a favored weapon. That weapon is now Keen as if possessing a Keen property.
Magic items- Magic items are rare and powerful, banned from being obtained with starting character creation wealth save for a few. In place, there is a new Item rule, known as Masterwork Tiers:
Weapons work as such- Starting with tier 1, a weapon's cost is increased by 300gp, gaining +1 to attack rolls.
Tier 2- +600gp(total 900 + base weapon cost), +1 attack(Total 2) +1 damage
Tier 3- +1200gp(total 2100 + weapon cost), +1 attack(total 3)
Tier 4- +2400gp(total 4500+weapon cost), +1 attack(Total 4) +1 damage(total 2)
Armor- Tier 1- +150gp, reduced armor check penalty by 1
Tier 2- +300gp(total 450+base armor cost), Reduced ACP by 1(total 2) +1 AC
Tier 3- +600gp(total 1150+armor cost), Reduced ACP by 1(total 3)
Tier 4- +1200GP(total 2350+armor cost) Reduced ACP by1 (total 4) +1 AC(total 2)
An item may not be improved to Masterwork, It must be constructed as such. Masterwork items may not be improved past Tier 1 other than by a Master Craftsman. A Player must train under a Master to be able to do so themselves and must have at least 12 ranks in the crafting skill of the appropriate type. Masterwork items may not be improved past Tier 4 other than by a "True Master", none are currently known. Thus Masterwork items are currently capped at Tier 4.
Hero Point System- We will be using this rule system from Pathfinder, so you must decide if your character is a Hero or Anti Hero.
Character Creation Rules:
Stats- Basic array of 16 16 14 14 12 12 is given to players to use as they see fit
Races- Any non human race must be passed by the DMs with justification, please see world lore.
Classes-3.5 classes and prestige classes from any work make be used with justification
Pathfinder classes and prestige classes may be used.
Homebrew will be considered before allowance or denial
Magic Items- PCs are allowed to buy at character creation any magic rings or Bags of Holding/Handy Haversacks costing less than 5,000 gp
Hero or Anti-Hero- With the use of the Hero Point Rules variant, you must decide if your character is a Hero or Anti Hero.
Starting Wealth- 14,000 gp
Starting level- 9
Over 500 years ago, the World had been shattered, the lands all but gone and lost to the sea or sky. The world is covered by open sea, with the only land being islands, both in the waves and earth nodes floating above in the skies. Many of these islands are small, only a few miles wide or smaller. Others are larger, able to hold a stable environment and may even be up to the size of small counties. Many of the world's now dwindled population now lives on these island on on large "Life Boats" as they explore and try to rebuild their civilizations.
Humans are the prevalent and dominant race among the mortals, with most others treated as lesser commoners at best, outright slaves at worst. Much of the non-human civilizations and lore has been lost, only the spoken traditions and a scant few tomes left among them and kept guarded within what has become family tribes.
Other than the mortal races, Dragons hold lordship of the land and skies. Each known civilized island is ruled by a dragon flight. The heads of these flights and others met in what is known as The Sky's Council where they decide how each of their holds are ruled in order to be fair to the mortal races(As fair as dragons can be, seeing them as lesser). The dragons also have the Dragon Guard, a select few of their kind who have cast off their flights and become a force of law in the open skies. While there are few of them, most flights being unable to contribute due to small numbers, they have many ships and mortals members under their command.
Technology and Magic
While magic has been lessened greatly since the Breaking, most of it's practices and knowledge lost, it still holds a strong presence in the world. Technology and Alchemy have become much more prevalent in past years. Firearms have become viable, flintlock being the most common, but many are also of clockwork design. While firearms are not rare, they are still far from common and even fewer are those who know how to craft and repair the weapons.
Ships are commonplace, both in the sea and the air. While the largest advance in technology for seafaring ships has become a mechanical, if slow, self propulsion system aboard only the most well funded vessels, airships have many derivatives. The most common are Trade ships, large and mainly kept aloft by use of air balloons. They use a mechanical propeller system to direct flight and are able to travel by sea if needed. Warships, while smaller, use a combination of a rotor system and dirigible with a multi propeller set up to allow maximum mobility in the skies, which is barely more than a seafaring warship of the best design has in the water.
Some airships incorporate Float Rings, a craft of magic that has allowed much greater stability of flight. These incredible devices have also been crafted on a massive scale to stabilize the Greater Islands earth nodes that serve as the major homes of Human society.
The Greater Islands
Narakiri Island is collection of nodes and islands thirty miles radially and is home to some of the best martial warriors on the entire plane. Their society operates on a system of honor where disputes are settled with duels. Daughters are typically trained in a more mobile style of fighting, while men are typically trained to follow the Bushido code, however these ways of training are not exclusive to one gender or the other. They function on a Caste system, with the Dishonored and criminals below even peasants and their lives given no value. Indentured servants are common, and treated with honor, given freedom when their time is paid while slavery is out right banned.
Most non-humans are treated as commoners, no worse than the very important, if in low standing, farmers and mainly live on the islands below with the majority of commoners.
Ruled by a flight of silver dragons
This island is named after the literal translation from Draconic, meaning Arcane Wonder. This island uses a guild system, where each guild is run by two arch mages, who also represent them in matters relating to the laws. Slaveryis legal on Suiaerl as well as indentured servitude, although most of the slaves are criminals who now bear a Geas mark that saps their constitution, strength, and causes severe pain for rebelling. Indentured slaves bear a similar mark that makes them dizzy and nauseated, but otherwise unharmed.
Ruled by a flight of red dragons
Panthea is an island where the Main Temples to each god lie. Each is treated as a state and within their boundaries the laws of that God are enforced as the powers within the area see fit. Due to the diverse nature of each Diety all non-state grounds are considered to be neutral and thus follow the laws of civil society. Anyone found breaking these laws when on neutral ground is punished. The government is composed of a Senate. Membership is one representative per Diety, who is elected via a multi-tiered test.
If you have any questions, please PM/VM myself or Esper, or discus your questions/concerns here.
To what end would I hold this soul that is shattered?
With dead heart so cold and spirit so tattered
My mind in shambles and broken body so battered
Where sorrow has filled the void and I've lost all that mattered
To what end would I hold this soul that is shattered?
A Wolf's Heart: Poems by Walker of Darkness