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  1. #1

    PF-Chronic: House Rules

    Note: This campaign is currently in development. This thread contains information that will be linked to by several games and thus I’m providing here for clear reference.


    Fancy yourself an adventurer, eh? I’ve got some work for you.

    Marius Krell is a mage of great renown, with the nobility of kings and rapport with the common folk, an avid hunter of lore and ancient cultures, scholar extraordinaire and known the world over for his, well… cowardice.
    So it is no surprise that he is seeking able-bodied men and women to help in the investigation of his latest obsession.

    My name is Rolan and Mr. Krell has hired me because I have a knack for finding the best of the best. You look like someone with an abundance of potential. Why, I can see the greatness radiating from you. Marius Krell is a member of a wealthy Taldan noble family, with deep pockets and mutual friends throughout the Inner Sea. You will find no better employer this side of the Arcadian Ocean.

    So what say you. Would you like a place in the family of tomb raiders and treasure hunters, explorers and scholars? Just sign this here contract for employment and fill out the minor personal information so we can get you processed, you know name, age, weight, next of kin, the usual.

    Welcome aboard, friend, to the adventurers of Marius Krell the Rainbow Mage.



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    The Chronicles of Marius Krell is a campaign arc utilizing the Pathfinder RPG ruleset and set in the world of Golarion. This setting, created by the company that makes Pathfinder RPG, is rich with content and fresh worlds, yet is reminiscent of the table-top game it spawned from.

    Outside of the frequent PFS scenarios, there is but a trickle of Pathfinder content and no demo or introduction game hosted for Fantasy Grounds. The Chronic games aim to change this, as well as offer a broader scope of options than is usually allowed (not to mention also giving the dedicated PFS GMs a chance to play a bit).

    The following information, and the posts to follow, give information on the setup and execution of this campaign arc as well as how you can participate. On top of it all, additional optional content is available for those Pathfinder veterans that want a taste of something new.

    Chapters
    The Chronicles of Marius Krell campaign arc is divided into several chapters, each of which focuses on bringing out the flavor and atmosphere of an area in the world of Golarion. There is much to be enjoyed from this campaign setting (even before Pathfinder split off and became a full RPG). The purpose of the Chronic games is to provide the Fantasy Grounds community with the means to fully explore this setting.

    Chapter Content
    Each Chapter will select an area or nation that has distinctly memorable content as well as good adventurer stomping grounds. It will also set the theme for the adventures during the Chapter. Once initiated, a Chapter will run for a handful of months until the attendance for the adventures starts to dwindle. This, along with the varied time slots that adventures will be offered at, should ensure that everyone gets a chance to play something (if not most everything).

    The following content will be described for each chapter upon its announcement.
    Adventures: a list of all the adventures and their types.
    Organizations*: any group, guild, academy or organization in the Chapter area that a PC may join or interact with.
    Prestiges*: prestige classes specific to the area.
    Gear Access: stipulations, if any, on gear that may be purchased upon character creation.
    Shops**: a collection of vendors, shops and bazaars that you may find Chapter-specific equipment from.
    Goblin Tribe: a description of the local goblin tribe that players may make Goblin PCs from.
    * a player must join an operations session to access non-OGL content
    ** a player must join an operations session to access shops


    Time Slots
    While I reside in the EST/EDT timezone, I will attempt to host Chronic games at a variety of times that are friendly to west-coast players as well as players in Europe and Australia. Most of the sessions, though, will be at a time most convenient to me by necessity.

    Possible Time Slots and Session Durations
    [all times are given in the p.m. EST/EDT]
    Standard (6-11: 5h)
    Standard Short (6-10: 4h)
    Standard Long (6-12: 6h)
    Late (7-12: 5h)
    Late Short (8-12: 4h)
    Early (1-6: 5h)
    Early Short (1-5: 4h)

    House Rules
    A few house rules that will apply to all Chronic games. Most of these rules are additions rather than changes and the following posts list additional optional content.

    Player Conduct: I put a lot of time and money into providing these games for you. All I ask is that you show respect for me and my game by behaving in a civil manner, both with me and the other players. Rudeness will get a player booted from the game. Arguing and rules lawyering also will not be tolerated. I am open to debate and opinions should something happen that you disagree with (especially if it directly affects your character). Rules can be looked up later.

    In such a situation, I will grant the players 30 seconds to present their thoughts after which I will make a ruling and continue with the game. This is done to maintain good pacing for the adventure (a necessity for keeping things fun).

    Body AC: This is a new type of Armor Class that represents defending against smaller splash effects (ones that don’t extend beyond the 5’ square of the target). The best way to envision this mechanic is to think of a water balloon. Imagine a fighter with a greatsword wearing chainmail. Now imagine a second fighter with a longsword and heavy shield, also wearing chainmail. If a water balloon were to be thrown at both, which one would get wet?

    Body AC is like touch AC in that it soaks through wore armors and natural armor. Unlike touch AC though, shields protect a creature from body AC attacks, much like a fighter with shield can block the burst of a water balloon being thrown at her and avoid almost all the wetness. Thus for body AC, a creature’s shield bonus is doubled to represent the effectiveness of its protection against such small splash weapons and spells.

    Many of the effects of the new optional content and spells utilize body AC rather than touch AC, mostly due to non-magical substances being created (often by magic) and thus not logically having the same affect a touch spell would. This also helps to increase the value of shields in combat, where they tend to fall behind the advantage of a heavy two-handed weapon in Pathfinder.

    High Magic and Rituals: These additional forms of arcane and divine magic require more time, more people and/or more preparations that standard spellcasting, making them undesirable for adventurers. Nevertheless, the effects of rituals are quite noticeable and high magic can last for centuries making it likely that both will be encountered with even a modicum of adventuring.

    The major differences of rituals and high magic from standard spells are how they interact with creatures and dispelling effects. For instance, a creature saving against high magic does not receive the auto-success on a natural 20 or the auto-fail on a natural 1. Also, rituals or high magic subject to dispel effects use the collective caster level of all the participants and foci used in their creation, making them quite difficult to affect.

    Crafting and Research: While most of the additional content for a Chronic game is optional, the rules for crafting mundane, alchemical and magic items as well as researching new spells has been altered to be more friendly to itinerant adventurers. Details are covered in posts that follow.
    Last edited by Nickademus; March 3rd, 2014 at 08:13.

  2. #2
    Adventuring in Golarion
    The Chronicles of Marius Krell is composed of several different types of adventures that will be run throughout the months of the Chapter. The content and length of each is specific to what is being run, but here are the general stats for each type:

    Campaigns, called Adventure Paths by Paizo, are a series of connected adventures that take a character from the starting level of 1st through level 15 or more. A campaign will be played weekly or bi-weekly for as many sessions as is needed to reach the end (an estimated 18-20 sessions).

    Adventures, called Modules by Paizo, are locations or plotlines that are large enough to require a few play sessions to get through. Starting level varies and the character may gain a level or two during the course of the adventure. An adventure will be played weekly or bi-weekly for as many sessions as is needed to reach the end (an estimated 2-3 sessions).

    Quests are small locations or tasks that you will be sent to investigate. While they are not large enough to grant a character an entire level, they are a good source of wealth and information. A quest will be played in a single session.

    Mega-Dungeons are not for the faint of heart. These locations are expansive delves that characters of the starting level (which varies by dungeon) can access and explore. A mega-dungeon is much more difficult than a standard event and you will need to play at your best to survive. Pre-gens may not be used and a character must first be played in another Chronic game before having access to a mega-dungeon (it is best to be familiar with what the character can do before attempting one of these). A mega-dungeon will be run weekly or bi-weekly for as many sessions as is needed to reach the end or until the party reaches its end (an estimated 30 sessions for the lucky, 2 sessions for the unlucky).

    Goblin Quests are small quests in which players may play a goblin of the local tribe. Goblins in Golarion are a bit different than the stereotypical goblins and these adventures lean more heavily towards chaos and humor. The special goblin character build is used for these quests, which will be played in a single session.

    Tourneys are PvP/PvE events that pit players against each other either in a character vs. character arena competition, a unit vs. unit mass combat scenario or similar situation where the players are directly opposed. Each tourney has its own rules and build allowances and is played in a single session.

    DEMOs are small quests designed for teaching and demonstrating. There are two types of demos: Novice Demos are for players wishing to learn the Pathfinder. Journeyman Demos are for players familiar with Pathfinder RPG but wanting to see how a game of it runs in Fantasy Grounds.

    Operations, short for base of operations, is where Marius Krell has set up camp in the area the Chapter takes place in. These sessions are not necessarily adventures but rather a time when players can log into the character creation module to make characters, browse the vendors specific to the area, and read up on Chapter-specific options for players. This is not necessary to play in a Chronic game (a FG xml file of a character can just be submitted for server upload), but it offers a chance to ask me questions directly during the creation process.

    Adventure Stats
    Each adventure will have its own post that describes the following information:

    Ruleset: notes that Chronic games all use the Pathfinder ruleset.
    License: states the recommended license for players.
    Adventure Type: indicates which type of adventure the game will be.
    Character Build: indentifies which build will be used for characters.
    Starting Level: sets the level range for characters to join.
    Time Slot: indicates the start and end time given in EDT (GMT -4 or -5).
    Length and Frequency: approximates how many play sessions the adventure will take and states how often the game will be hosted.
    Player Number: set the maximum number of players that will be accepted for the game.
    Voice or Text: informs whether the game will be text-only or require the use of TS.
    Themes: lists the themes that are supported by the adventure as well as others that are allowed. (Choosing resources from themes that are not supported may make it difficult for you to purchase equipment necessary for components of that theme.)

    Chronic Game Themes
    Medieval: the standard Western-European fantasy theme associated with Pathfinder.
    Oriental: a theme based on the Eastern Asian cultures.
    Steampunk: a low-magic theme where firearms and clockworks have dominated the culture.
    Sci-Fi: a theme where magic-infused machinery is common place.

    Elements: lists which adventure elements are present and gives an indication of how strongly they are represented.

    Chronic Game Adventure Elements
    Combat: you didn’t get dressed up for nothing.
    Role-Playing: social interactions to further the plot.
    Problem-Solving: using logic or creative thinking to overcome a problem or puzzle.
    Exploration: searching or mapping an area on a larger scale.
    Intrigue: plot and planning that is used by or against the party.
    Management: the need to work with metagame numbers representing assets.

    Difficulty: indicates the complexity of the adventure and difficulty of challenges.
    Pre-Gens: lists pre-generated characters available for the adventure.
    Chronic Rewards: hints at possible rewards for completing the adventure.
    Last edited by Nickademus; September 2nd, 2013 at 07:47.

  3. #3
    Character Creation Guidelines
    Chronic Games use two standard builds for making characters: the hero build and the goblin build.

    Hero Build
    Adventurers that Rolan recruits boast a hefty 25 Point Buy build (see p. 15 of the Core Rulebook), utilizing maximum hit points and starting gold for 1st level. Core races and classes (those from the Core Rulebook) are available, as well as the new race half-hobgoblin and any standard race from the Advanced Race Guide (1-10 Racial Points). Custom races must have a good anchor in the world of Golarion to be accepted. Most classes of other PF RPG books (such as the Advanced Player’s Guide) are available but may be restricted by adventure theme.

    New Race: Half-hobgoblin Traits
    +2 to One Ability Score
    Medium: Half-hobgoblins are medium sized creatures.
    Normal Speed: Half-hobgoblins have a base speed of 30.
    Darkvision: Half-hobgoblins can see in the dark up to 60 feet.
    Combat Training: Half-hobgoblins select one extra feat. This must be a Combat feat.
    Military Instruction: Half-hobgoblins receive a +2 racial bonus on Knowledge (military tactics).
    Ambush: Half-hobgoblins receive a +2 racial bonus on Stealth skill checks.
    Hobgoblin Blood: Half-hobgoblins count as both human and hobgoblin for any effect related to race.
    Languages: Half-hobgoblins begin play speaking Common and Goblin. Half-hobgoblins with high Intelligence scores can choose from the following: Dwarf, Infernal, Giant, Gnoll, Gnome, or Orc.

    Adventurers created at a higher level gain average hit points per level and use the starting gold from the table below. No more than half a character’s starting gold may be used on a single purchase.

    Level Gold
    2nd 2,000
    3rd 3,000
    4th 6,000
    5th 10,500
    6th 16,000
    7th 23,500
    8th 33,000
    9th 46,000
    10th 62,000
    11th 82,000
    12th 108,000
    13th 140,000
    14th 185,000
    15th 240,000

    Goblin Build
    These characters are used in Goblin Quests and are built differently than a hero. Goblins use a stat array of 15, 14, 13, 12, 10, and 8 assigned to ability scores before racial adjustment. A starting goblin receives maximum hit points and average starting gold for 1st level. A player making a goblin character can find the racial traits and many available assets at the goblin race entry on the PRD as well as in the Goblins of Golarion pdf resource.

    It is rare for a goblin to achieve a level of a PC classes and even more rare for them to gain a higher level, but it does happen. When creating a goblin PC of 2nd or 3rd level, each level grants average hit points and use the table below for starting gold. No more than half a goblin’s starting gold may be used on a single purchase.

    Level Gold
    2nd 1,000
    3rd 1,750

    Resource Access
    Resources outside the Core Rulebook may or may not be allowed in a Chronic game. To find out if something is available, come to an Operations session or send me a message (my box might get full quickly). I will review the material and post here whether it is available for use or barred.

    Asked and Allowed:
    Code:
    - Advanced Player’s Guide:
    APG base classes (theme may not support)
    
    - Ultimate Magic:
    Magus (theme may not support)
    
    - Ultimate Combat:
    Gunslinger, Samurai and Ninja (theme may not support)
    Asked and Barred:
    Code:
    - Advanced Player’s Guide:
    Antipaladin
    
    - Ultimate Magic:
    Words of Power
    
    - Ultimate Combat:
    Advanced Firearms
    Last edited by Nickademus; September 2nd, 2013 at 07:49.

  4. #4
    Runecasting


    The Eye of Abendego… the gigantic hurricane that spawned upon the death of a god and has blown for the last century. No one who has gone in ever comes out. Until now.

    An insane captain and a cursed crew sailed towards the Eye for the gods know what reason, for we will never know. Thought lost by all, the
    Morning Glory reappeared off the coast of Rahadoum badly burned but still afloat. The crew were nowhere to be seen. A lone boy was found unconscious on the deck, his skin marked with several runes that pulsed with power.

    When the boy awoke, he had no memory of who he was, how he got on the ship, where the crew was, what the runes meant or even how the ship had made it to port on its own. The next day the hospice he was in burned to the ground.

    So don’t ask me to sail anywhere near that accursed storm. Something worse than death awaits there and that boy brought it back.

    - Captain Marcus Halloway of the Crimson Pearl



    Runecasting is a system of planar magic inspired by the Words of Power in Ultimate Magic, but very different in execution. This magic system is not for everyone! It has a few qualities that makes it unique from the existing game mechanics for Pathfinder. Experienced players that are looking to try something new may find Rune magic quite enjoyable. While the typically power gamer that must know every stat to ensure his/her character is the best of the best will not like the lack of upfront information and game mechanics presented for the Runes of Power.

    The first quality that makes runecasting different is that the magic system is a discovery system. The magic was completely unknown in Golarion until recently. It comes from a time before the most ancient of elves and prior to the birth of even the Azlanti Empire. The source and use of the Runes of Power wasn’t recorded in any written histories and is a mystery to sages and scholars. Thus, it is not possible to gain use of these powerful Runes through any form of research or knowledge skills. Rune Seers (the runecaster equivalent of a wizard) gain the ability to use new runes in a different way than their arcane counterpart. [Though, due to the extremely low access to Runes of Power in Golarion at this time, the Rune Seer class is not available.]

    In game terms, a discovery system is one that the players only have knowledge of the most basic of game mechanics for what the Runes can do. Only through experimentation can the character learn the abilities, and thus the player learn the mechanics, of the Runes. If you’re the kind of person that likes to play around with new toys before/without reading the instructions, this magic system may be for you.

    The second quality that makes runecasting different is that there are far less resources that in standard spellcasting, but you can combine them much more freely to potentially produce many more effects that an arcane spellcaster could. For example, a single Rune of Power is not the equivalent of a single arcane spell. The Rune can be used to produce a spell effect that mimics an arcane spell, but aspects of the Rune’s use can be modified to produce many other different effects giving it much more potential than a single spell.

    A third quality that makes runecasting different is that the energy it pulls on is not the same as arcane or divine and thus may interact differently with abjurations that alter, dispel or suppress standard magics. This energy also requires a more specific procedure for channeling than standard magic. Instead of using the ambient magical energies provided by the nature of the universe or funneled from a divine entity, runecasting creates small rips in the fabric of the plane to leak energy from other planes to create its effects.

    This ripping is far less structured that the process modern conjuration magic uses to access other planes (due to planar magic existing long before such sophisticated methods of handling magic were refined). Channeling these planar energies requires the caster to retain control of the rip, which puts a strain on the physical and mental capabilities of the runecaster. Thus a practitioner of runecasting would be wise to be of strong constitution and stamina.

    Another major difference from a traditional spellcaster is that the player doesn’t directly choose what runes are gained. Rune seers are at the mercy of which Runes the GM places in the adventures, while rune channelers are given their runes by the GM upon leveling (of course, a player can give recommendations on what kind of powers she would like her character to have).

    The Rune Channeler class in the next post presents the equivalent of a sorcerer for those wishing to use this magic system. Also the feats below are available to characters with at least one level of rune channeler. Some of the descriptions for the feats and the class may not be clear at this time (and will not be clarified), but will come to make more sense as the knowledge of the Rune of Power grow in the campaign world (possibly by your actions). A more detailed description of runecasting in general is available at an Operations game.

    Runecaster Feats

    Body Fuel
    You can replenish you stamina points at the expense of your health.
    Benefit: You can recover an amount of stamina points by taking ability burn damage to each of your three ability scores: Strength, Dexterity, and Constitution. For every 1 point of burn to each, you receive 10 stamina points back. These points are added to your stamina point reserve as if you had gained them by resting overnight, and you can’t exceed your total stamina in this way.
    Special: Only living creatures can use this feat. You can take advantage of this feat only while in your own body.

    Boost Creation
    Your primal essence creations have more build points.
    Benefit: When you create a creature from an essence, you gain a number of bonus build points based on the intensity of the runespell used to create the creature.

    Craft Runestone (Item Creation)
    You can create a magical runestone.
    Prerequisite: Runecaster level 1st.
    Benefit: You can create a runestone that holds a runespell for a later casting. You must know the appropriate runes and have the runespell prepared (if a rune seer). The runestone requires a material cost and creation process as detailed by the rune used to bind the runespell.

    Flux Capacitor
    A rune of fluctuation brands to your soul.
    Prerequisites: 1st-level rune channeler, see Special.
    Benefit: You add one additional Flux rune (chosen by the GM) to your list of runes known.
    Special: You can gain Flux Capacitor up to five times, but the rune channeler level requirement raises by 3 each time.

    Greater Primal Focus
    Choose a primal essence to which you have already applied the Primal Focus feat. Any runespells you cast containing that essence are very hard to resist.
    Prerequisites: Primal Focus.
    Benefit: Add +1 to the Difficulty Class for all saving throws against runespells you cast that contain the Prime rune of the essence you select. This bonus stacks with the bonus from Primal Focus.
    Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new primal essence to which you already have applied the Primal Focus feat.

    Metamorphic Channel
    You have discovered a way to manipulate the planar rifts.
    Prerequisites: 3rd-level rune channeler, Knowledge (planes) 3 ranks, see Special.
    Benefit: You add one additional Nexus rune (chosen by the GM) to your list of runes known.
    Special: You can gain Metamorphic Channel up to three times, but the rune channeler level requirement raises by 5 each time.

    Mind Over Body
    Your ability damage heals more rapidly.
    Prerequisite: Runecaster, Con 13.
    Benefit: You heal ability damage and ability burn damage more quickly than normal. You heal a number of ability points per day equal to 1 + your Constitution bonus.
    Normal: You heal ability damage and ability burn damage at a rate of 1 point per day.

    Primal Body
    Your connection to the planes of energy reinforces your body.
    Benefit: When you take this feat, you gain 2 max hits point for each rune of power that you know. Whenever you learn a new rune of power, you gain 2 more max hit points.

    Primal Focus
    Choose a primal essence. Any runespells you cast that contains that essence are more difficult to resist.
    Benefit: Add +1 to the Difficulty Class for all saving throws against runespells you cast that contain the Prime rune of the essence you select.
    Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new primal essence.

    Pre-existing Feats that Apply to Runespells:
    Augment Summoning
    Combat Casting
    Deadly Aim
    Elemental Focus
    Greater Elemental Focus
    Greater Spell Penetration
    Greater Weapon Focus
    Greater Weapon Specialization
    Improved Critical
    Improved Precise Shot
    Natural Spell
    Pinpoint Targeting
    Point Blank Master
    Point Blank Shot
    Precise Shot
    Shot on the Run
    Spell Penetration
    Weapon Finesse
    Weapon Focus
    Weapon Specialization
    Last edited by Nickademus; September 2nd, 2013 at 07:49.

  5. #5
    New Class: Rune Channeler

    Traces of the raw energy used to fashion this world still exist in its purest form. Sometimes these energies fuse to a being, empowering them with the ability to tap into ley lines and channel planar magic. The rune channeler doesn’t have to seek out these runes of power, they come to her. And with them, she changes reality.

    Special: The rune channeler has to have come in contact with the Morning Glory or the boy found on it prior to the binding of her essence affinity.
    Alignment: Any
    Hit Die: d6

    Class Skills
    The rune channeler’s class skills are Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int), Profession (any), Spellcraft (Int), Use Magic Device (Cha).
    Skill Ranks per Level: 2 + Int modifier.

    Level BAB Fort Ref Will Stamina Special
    1st +0 +0 +0 +2 20 Detect primal energy, essence affinity, essence rune
    2nd +1 +0 +0 +3 25 Overchannel 3/1d4
    3rd +1 +1 +1 +3 30 Synergy, essence resistance 10, rune of power
    4th +2 +1 +1 +4 80
    5th +2 +1 +1 +4 95 Rune of power
    6th +3 +2 +2 +5 185
    7th +3 +2 +2 +5 225 Overchannel 5/2d4, rune of power
    8th +4 +2 +2 +6 355
    9th +4 +3 +3 +6 415 Essence resistance 20, rune of power
    10th +5 +3 +3 +7 585
    11th +5 +3 +3 +7 665 Rune of power
    12th +6/+1 +4 +4 +8 875 Overchannel 8/3d6
    13th +6/+1 +4 +4 +8 975 Rune of power
    14th +7/+2 +4 +4 +9 1225
    15th +7/+2 +5 +5 +9 1345 Rune of power
    16th +8/+3 +5 +5 +10 1635
    17th +8/+3 +5 +5 +10 1775 Rune of power
    18th +9/+4 +6 +6 +11 2105
    19th +9/+4 +6 +6 +11 2190 Rune of power
    20th +10/+5 +6 +6 +12 2360 Essence form

    Class Features
    Weapon and Armor Proficiency: Rune channelers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a rune channeler’s movements, which can cause her runes to be drawn improperly.

    Runecaster Feats: A rune channeler can take a Runecaster feat for any of his standard feats or any bonus feats granted from an arcane class. Non-runcaster levels do not stack for determining the effects or requirements for these feats.

    Runespells: A rune channeler uses the runes of power to cast runespells. This is a more crude from of spellcasting than arcane magic, though still useful in many situations. A rune channeler may form and cast her runespells without preparing it ahead of time.

    To learn or cast a runespell, the channeler must have an understanding of each rune of power used in its construction. These runes boil forth in a rune channeler’s mind as she becomes more attuned with the natural primal energies. A rune channeler may acquire other runes but cannot comprehend their complexity. Only runes gained from class levels can be used to form runespells. The DC for a saving throw against a rune channeler’s spell is 10 + ½ the channeler’s level + the channeler’s Charisma modifier.

    A rune channeler can cast only so many runespells each day. The act of forming a runespell requires an amount of mental stamina. This stamina is represented by points called stamina points (or sp). A rune channeler starts play with a number stamina points each day and gains additional points as noted on the Rune Channeler Class table. In addition, she receives bonus points per day if she has a high Constitution score as noted on the Bonus Stamina table.

    When forming a runespell, the rune channeler uses a number of stamina points equal to the total cost of all runes of power that make it up plus any targeting cost. A rune channeler may not spend more stamina points on a runespell’s combined preparation and targeting than 5 x her caster level.

    Bonus Stamina based on Constitution
    Level 12-13 14-15 16-17 18-19 20-21 22-23 24-25 26-27 28-29 30-31
    1st-3rd +5 +5 +5 +5 +10 +10 +10 +10 +15 +15
    4th-5th +5 +20 +20 +20 +25 +40 +40 +40 +45 +60
    6th-7th +5 +20 +45 +45 +50 +65 +90 +90 +95 +110
    8th-9th +5 +20 +45 +80 +85 +100 +125 +160 +165 +180
    10th-11th +5 +20 +45 +80 +130 +145 +170 +205 +255 +270
    12th-13th +5 +20 +45 +80 +130 +200 +225 +260 +310 +380
    14th-15th +5 +20 +45 +80 +130 +200 +290 +325 +375 +445
    16th-17th +5 +20 +45 +80 +130 +200 +290 +400 +450 +520
    18th-20th +5 +20 +45 +80 +130 +200 +290 +400 +535 +605

    Detect Primal Energy (Sp): Upon comprehension of her first rune of power, a rune channeler gains the ability to detect emanations of primal energies at will as per the detect magic spell. This is ability does not work on normal arcane or divine energies, but can pick up primal essences used by them.

    Energy Affinity: Each rune channeler receives her power from one of the planes of existence that was used to create the Prime Material Plane and its magic. This source slowly infuses the rune channeler with an innate understanding of how to manipulate primal energies. As the rune channeler gains levels, she receives additional benefits from this source.

    A character must pick one primal essence upon taking her first level of rune channeler. Once made, this choice cannot be changed. The primal essences consist of: Elemental Air, Elemental Earth, Elemental Fire, Elemental Water, Positive Energy, Negative Energy, Ether and Nether.

    Essence Rune: At 1st level, a rune channeler gains her first rune based on her chosen essence affinity.

    Overchannel (Ex): At 2nd level, a rune channeler gains the ability to force her mind to focus allowing her to channel a more complex set of runes than she can normally handle. But this method is not without its dangers. A rune channeler may increase the maximum amount of stamina points able to be spent on a runespell by 3, taking 1d4 points of damage from the strain. This damage cannot be prevented in any way, but may be healed normally.

    At 7th level, the increase to maximum stamina points becomes 5 and the damage taken increases to 2d4. At 12th level, the increase to maximum stamina points becomes 8 and the damage taken increases to 3d6.

    Rune of Power: At 3rd level, and every two levels thereafter, a rune channeler gains another rune of power. This rune will be chosen by the GM, but players are encouraged to offer suggestions of the type of rune that they would want. To manifest a rune requires the channeler to have a Charisma score equal to at least 12 + double the difficulty multiplier (+0 for no difficulty).

    Synergy: At 3rd level, the rune seer gains the ability to control the correlating energies of prime runes. Such runes may be fused during runespell preparation. The resulting rune words have their own properties and uses.

    Essence Resistance (Ex): At 3rd level, a rune channeler gains energy resistance 10 against the energy type that corresponds with her essence affinity. At 9th level, your energy resistance increases to 20.

    Essence Form (Su): At 20th level, primal energy surges through your body. you gain immunity to sneak attacks, critical hits, and damage from your energy type. This ability has no affect on non-damaging forms of energy.
    Last edited by Nickademus; September 2nd, 2013 at 07:53.

  6. #6
    Crafting
    With the proper tools and materials (equal to a third of the base price), items may be created and even enchanted while on the road by dedicated adventurers. The rules that follow break the task of crafting into 4-hour blocks that coincide with a typical watch schedule. A character can spend no more than two 4-hour blocks in a day doing any tedious task such as crafting or researching.

    Mundane & Masterwork
    Standard and masterwork weapons, armor and non-alchemical gear can be made with the appropriate Craft skill. Each project has a goal equal to double the cost of the finished item in silver pieces. By spending a 4-hour block of time working on the project, an amount of progress can be made with a successful check. Multiply the Craft check DC by the check result to determine how much progress is made.

    Failure by 5 or more on the check results in a damaged project. Materials equal to half the original batch are required to continue working on the project. Items can be repaired in this manner by crafting one-fifth of the goal it would take to create the item.

    Masterwork items are created by crafting the base item as above and then crafting a ‘masterwork component’ which costs 1,000 silver pieces in materials, has a goal of 6,000 and a Craft DC of 20 using the same type of Craft as the base item.

    Magical Enchanting
    Items to be enchanted must be of masterwork quality (remember that items of special materials are always masterwork quality). Each project has a goal equal to 2 block or 1 block per 500 gold pieces of the base price, whichever is greater (potions and scrolls with a base price of 250 gp or less instead take a half block each). By increasing the DC of the required Spellcraft check by +5, the goal can be reduced by half.

    Once the goal for the project is reached, the crafter must succeed on a Spellcraft check (DC 5 + caster level of the item) to finish the item. Failure ruins the item and wastes all the materials. Failure by 5 or more results in a cursed item, and thus the GM will roll this check in secret.

    Materials
    While adventuring, you may come across an amount of generic ‘crafting materials’ or ‘enchanting materials’ as loot. These are used as abstract materials for any mundane or enchanting project respectively. Certain special items can also be found to combine with these generic materials to add bonuses to the items crafted.
    Last edited by Nickademus; September 2nd, 2013 at 07:54.

  7. #7
    Herbalism
    Minor poutices and tonics can be made using either the Craft (alchemy) or Profession (herbalism) skill. These pseudo-magical substances create effects that, while not magical themselves, have results that may seem like magic to the common folk. The ingredients used to create these items are found in nature and must be harvested. Only the purest of ingredients can be used for herbalism, making natural locations of them very valuable to apothecaries and alchemists.

    Herbal recipies must be acquired before a substance can be made. Some recipies, such as minor healing poultices, are well known. Others must be found or purchased by the crafter. Each recipe is given a Potency factor that determines how difficult it is to make, requiring half a 4-hour block of work per Potency. Unlike crafting mundane or magical items, this work must be performed in a single sitting, as the ingredients will spoil once prepared if not used. A character can spend no more than two 4-hour blocks in a day doing any tedious task such as crafting or researching.

    Once the work is completed, the crafter must succeed on a Craft or Profession check (DC 15 + 5 per Potency). Failure ruins the substance and all the materials. Most herbal substances have a lifespan from the time they are made. Once this lifespan runs out, the substance spoils and has no effect. [Due to this short lifespan, such substances must be crafting during a session.]

    Many of the substances created with herbalism grant alchemical bonuses. A character may benefit from up to two such bonuses (from these recipes or other alchemical sources). Attempting to consume a recipe that would grant a third alchemical bonus removes all alchemical bonuses and gives the sickened condition instead.

    Ingredients
    Instead of paying the material cost for herbal ingredients, a character may harvest them directly from the wilderness. Where a particular ingredient exists in quantity, it may be harvested while traveling at half speed through the area at a rate of 1 batch of quality materials per hour of travel. Spending time doing nothing but harvesting instead yields ingredients based on a Craft or Profession check. The amount harvested per hour is equal to 2 batches + 1 batch for every 5 the skill check is over a DC 15 (i.e. +1 batch for a DC 20, +2 batches for a DC 25). A character under the effects of the Deadeye’s lore spell may travel at full speed while harvesting ingredients and gains double the amount from stationary harvesting.

    Finding patches of ingredients will be handled by the Exploration system once it has been incorporated.

    The individual ingredients used in recipes are as follows

    Aloe: This plant contains a watery syrup that helps with cuts and burns as well as fighting infection.
    Bog Conocybe Mushroom: These hard to find mushrooms have a mild psychedelic effect in small doses. Stronger extracts can be harmful.
    Caraway Seeds: The seeds of this plant can be dried for use or pressed to make an oil. Both have a soothing affect on digestion and the nerves.
    Chamomile: This fragrant flower is a high allergen. The heads can be dried and ground into a paste that is used for a variety of healing purposes.
    Chicory: This sweet tasting flower can be added to infusions to bolster the immune system or ground into a flammable paste.
    Cinnamon: The inner sheaths of the stalks of this plant can be dried to form a fragrant stimulant, though the oil of the plant itself is toxic.
    Comfrey Root: The root of this plant can be ground into a paste or dried and powdered to add to tinctures. It helps the body improve its natural fortitude and regeneration.
    Coriander Seeds: The fruits of this plant can be dried and ground into a powder that helps the immune system fight against impurities.
    Death Cap Mushroom: This common mushroom contains a toxic powder that makes it undesirable to eat. Though, telling it apart from its edible cousins takes a trained eye.
    Echinacea: This fragrant flower has a variety of uses, from the drying of the head to the powdering of the root. It is good for helping the body remove and prevent impurities.
    Eucalyptus: The oil of this tree is highly toxic, but the leaves can be ground into a paste that is used to make infusions that have strong healing properties.
    Ginkgo: The leaves of this tree can be dried and ground into a powder that increases blood flow. This stimulating effect is used in several herbal boons.
    Ginseng: The roots of this plant can be powdered and added to tinctures to increase the body’s immune system and productivity.
    Juniper Tree: The berries of this tree can be ground to a pulp and mixed with other pastes to add curative powers to salves.
    Kelp: This seaweed can be dried and powdered, or eaten straight for the brave of heart. It adds a healthy does of vitamins and minerals to supercharge the body.
    Nettle: This thorny plant can be ground (very thoroughly) into a paste that helps against infection in small doses. A larger dose can cause irritation.
    Saffron: The stamen of this arid flower is very potent, but a large number of flowers are required. The alchemical effects of the powder energize the body.
    Valerian Root: The powdered root of this plant has several uses, and a few side effects when used in greater quantity. Mostly it is used to combat foreign substances in the body.
    Witch Hazel: This common flower can be ground and used in a decoction that speeds along the healing process.
    Yarrow: The flowers and leaves of this plant can be ground into a salve that assists the body in recovering from an injury or infection.

    Common Recipes
    A few recipes are common among those practicing the arts.

    Minor Healing Poultice
    A smear that cures 1d6 hit points when applied to a fresh wound.
    4 parts chamomile
    2 parts witch hazel
    1 part nettle
    Potency: 1
    Lifespan: 3 days

    Minor Toxin
    A paste that agitates fresh wounds. A slashing or piercing weapon coated deals +1 poison damage on hit for 1d4 hits (no Poison Use needed).
    3 parts deathcap mushrooms
    4 parts nettle
    Potency: 1
    Lifespan: 3 days

    Experimentation
    It is possible to discover herbal recipes by experimenting with the reactions of various ingredients. An attempt requires at least a single batch of two or three ingredients and a 4-hour block of time, as well as the proper tools for the skill check. With a successful Craft or Profession check (DC 15), a character can determine if the combination of ingredients would yield some kind of result.

    If the exact number of an ingredient is used in the experiment and the check exceeds the DC by 5 or more, the character becomes aware of the proper amount of that ingredient to use. Of course, if an exact recipe is used while experimenting, the result is a finished product. If the potency of the recipe is 2 or less the substance is useable, otherwise the substance was premature and ruined. Either way, the recipe becomes known along with the potency and lifespan.
    Last edited by Nickademus; September 18th, 2014 at 03:21.

  8. #8
    Spell Research
    It is possible to create your own spells and have them added to Marius Krell’s library, or the library of your temple. Such a feat will immortalize your name and allow other characters to start play knowing your spells.

    Researching a spell, whether arcane or divine, requires access to a library at the start of the research project and an amount of materials equal to the spell’s proposed spell level x the minimum caster level x 50 gp. With the research materials and literature in hand, you must spend a number of 4-hour blocks in study equal to the spell’s minimum caster level. A character can spend no more than two 4-hour blocks in a day doing any tedious task such as crafting or researching.

    Upon completion of the initial study, the spell details are presented to the GM for review. If the spell is acceptable, it is created and you may scribe it into your spellbook or formula book, teach it to your familiar, or have a divine messenger deliver the written prayer to your temple or holy site. The spell then becomes available for any qualifying character (unless you choose to keep the spell private).

    If the spell doesn’t quite fit the spell level with the statistics that are presented, the GM will point out the areas that need work. The character must then study for 1d4 additional 4-hour blocks before submitting a new version of the spell for GM approval.

    New Spells
    Marius Krell offers contracted adventurers access to a spellbook of some of his personal spells for starting wizards.

    Rainbow Orb
    School: Conjuration (creation) [acid, cold, electricity or fire]; Level: sorcerer/wizard 1, summoner 1
    Casting Time: 1 standard action
    Components: V, S
    Range: close (25’ + 5’/2 levels)
    Effect: one missile of energy; see text
    Duration: instantaneous
    Saving Throw: none; Spell Resistance: no
    You fire a small orb of energy at the target creature or object. You must succeed on a ranged body attack to hit your target. The type of energy of the orb is chosen at the time of casting and deals 1d6 points of damage per caster level. You may choose to create an orb of acid (green), cold (blue), electricity (yellow), or fire (red) and this spell has the descriptor of that type of energy. The substance of the orb disappears after 1 round.

    Rainbow Spot
    School: Conjuration (creation) [acid, cold, electricity or fire]; Level: sorcerer/wizard 1, summoner 1
    Casting Time: 1 standard action
    Components: V, S
    Range: close (25’ + 5’/2 levels)
    Effect: one spot of unstable energy; see text
    Duration: 1 minute/level
    Saving Throw: Reflex avoids; Spell Resistance: no
    You create a colored spot of condensed energy on a flat surface within range. The spot is unstable and anything touching it will cause it to discharge. The spot unravels and discharges when the spell’s duration ends as well. A spot that discharges spews elemental material in a 10’ hemisphere from the spot. The type of energy is chosen at the time of casting and deals 1d6 points of damage per two caster levels. You may choose to create an spot of acid (green), cold (blue), electricity (yellow), or fire (red) and this spell has the descriptor of that type of energy.

    Rainbow Image
    School: Illusion (figment); Level: bard 1, sorcerer/wizard 1, witch 1
    Casting Time: 1 standard action
    Components: V, S
    Range: close (25’ + 5’/2 levels)
    Effect: one illusionary beacon
    Duration: 1 minute/level
    Saving Throw: Will disbelieves; Spell Resistance: yes
    You create the image of a rough object the size of an apple that is chaotically spewing elemental material in a 5’ area. This material is chosen at the time of casting and can be either acid, ice and cold air, electricity, or fire. The illusion is stationary and includes auditory elements that can be heard within the range of the spell. Anyone interacting with the beacon or the material receives a saving throw to realize it is an illusion.
    Last edited by Nickademus; September 2nd, 2013 at 07:56.

  9. #9
    Exploration
    (This feature is not yet represented in Fantasy Grounds, but may be available via an extension in the future.)
    Last edited by Nickademus; September 2nd, 2013 at 07:57.

  10. #10
    Pre-Gens

    Level 1
    Vors
    Race: Human Taldan
    Class: Fighter 1
    Alignment: LN

    A hearty warrior from the ruins of an old noble family. Vors knows there is a time for enjoyment and a time to be serious. He offers a blend of good defense and a strong offense.

    Tallarak
    Race: Half-hobgoblin
    Class: Cleric of Iomedae 1
    Alignment: LG

    An honorable and bold crusader against evil. Striving to prove worth despite his monstrous heritage, Tallarak looks upon each day as a personal battle. He offers succor to the injured and vengeance to those who would taint this world.

    Variel
    Race: Elf
    Class: Wizard [Illusionist] 1
    Alignment: CG

    A whimsical and curious being that delights in new experiences. Variel left his home of Kyonin to see what grand sites the world holds in order to bolster his powers of illusion. He offers a taste of imagination and creative solutions.

    Chandira
    Race: Halfling
    Class: Rogue 1
    Alignment: N

    A quiet and secretive halfling fresh out of the prejudice of Cheliax. Chandira understand the value of treasure and knows her way around the devices people use to protect it. She offers safer passage through hostile environment.

    Pavo
    Race: Human Chelaxian
    Class: Rune Channeler 1
    Alignment: CN

    A young boy with an unknown past and barely controlled secret. Thought to be killed in a building fire, the boy called Pavo found his way into Marius Krell’s service with the thought that exposure to danger may prove a suitable outlet for the destructive powers that course around him. He offers the offensive might of a raw font of fire.

    Level 3
    Draknuul the Demented
    Race: Half-orc
    Class: Barbarian 3
    Alignment: CN

    A volatile barbarian from a Mwangi orc tribe. Draknuul has decided to see more of the human world to learn of his heritage and attempt to gain a respect for the weak pink-skins. Though his demonic taint may prove more than the world can handle. He offers an exotic fighting style and a primal other-worldly passion for violence.

    Flinn
    Race: Halfling
    Class: Oracle of Life 3
    Alignment: LG

    A happy and cheerful halfling always with a positive thing to lighten the spirits. Flinn grew up helping and continues to enjoy helping. His greatest dislike is seeing someone get hurt and he been known to supernaturally healing those in his company. He offers a strong source of healing and support in harmful situations.

    Sajna
    Race: Human Vudrani
    Class: Sorcerer 3
    Alignment: N

    A shy and exotic woman from Vudran. Sajna might be slow to speak, but she is quick to unleash the secrets of her homeland on those that threaten her. With the power of shear lightning welling up from inside, few who cross her live to regret it. She offers arcane might in the form of magical electricity.

    Marduzi
    Race: Half-elf Varisian
    Class: Bard 2/Rogue 1
    Alignment: CG

    An outgoing and charismatic rapscallion. Marduzi grew up around the carefree Varisians and the morally questionable Sczarni, leading to a versatile skill set for getting into trouble. He offers a mix of combat and adventuring support.

    Captian Vesosh
    Race: Human Keleshite
    Class: Rune Channeler 3
    Alignment: NE

    A middle-aged ship captain with a bad burn scar from getting struck in the head by lightning. Thought to be dead when the Morning Glory was found crewless, Khair Vesosh appeared in the employ of Marius Krell a month ago. He offers his swashbuckling prowess and the power of raw wind and lightning.

    Level 5
    Kronug
    Race: Human Kellid
    Class: Oracle of Battle 5
    Alignment: LN

    A spiritual warrior from the north. Kronug finds a sense of purpose in the act of combat. The cause is irrelevant as long as the combatants have a chance to better their skills by overcoming opponents. He offers divine support and martial offense.

    Maraedlara
    Race: Elf
    Class: Druid 5
    Alignment: NG

    A slender and passionate protector of the natural order of things. Maraedlara has learned that some abominations of nature won’t come to you, that you have to go to them. Thus she has left her woodland home to join those who seek out the dark places in the world where corruption hides. She offers a healing touch and reinforcements from the natural world.

    Theodric
    Race: Human Taldan
    Class: Inquisitor of Abadar
    Alignment: N

    A proud young man born of traditional and structure. The ways of the old nobility are strong in Theodric, who has dedicated himself to destroying chaos and promoting the civilized manner that made Taldor the great power it once was. He offers offense divine casting support and a sense of logic and order.

    Mogosatik
    Race: Half-hobgoblin
    Class: Rogue 5
    Alignment: N

    A subtle and reserved demihuman that defies the idea that all hobgoblins are aggressive and militaristic. Mogosatik directs his racial cunning and tactical acumen towards gaining the best strategic situation for himself and his allies. He offers the sting of a knife in the dark as well as support in direct combat.

    Stigmar
    Race: Dwarf
    Class: Rogue 3/Fighter 2
    Alignment: CN

    A sour and disgruntled warrior that was cast out of his dwarven homeland long ago. With his trusty falchion, Stigmar has learned to carve his own destiny out of the vital organs of his foes. He offers a strong offense and defense as part of a team.

    Level 7
    Ausk
    Race: Half-orc
    Class: Ranger 7
    Alignment: N

    A large, scar-riddled half-breed that has survived the persecution of the human lands. Ausk now offers his services to the few individuals he can stand, especially if it allows the slaughter of his most hated enemy. He offers the skills of a guide in inhospitable lands and solid combat skills.

    Jirani
    Race: Human Garundi
    Class: Cleric of Pharasma 7
    Alignment: LN

    A stoic and contemplative man that is used to taking the burden of life and death on his shoulders. Jirani upholds the will of Pharasma seeing that those who should live do so, and those that should die likewise receive their due. He offers the wisdom of ages and an abundance of healing.

    Bordana
    Race: Human Varisian
    Class: Bard 7
    Alignment: CG

    A woman born of luxury and privilege. Bordana knows what she wants and how to get it, with the exception of her family inheritance. Forced to earn her own way in the world, she has cultivated skills to bend others to her will so that she may reap the rewards of their labors. She offers a strong influence over other living creatures.

    Calondrel
    Race: Elf
    Class: Rogue 5/Assassin 2
    Alignment: LE

    A small and unremarkable elf that dresses in dull clothing. Calondrel seems to have forsaken the elves’ love of wondrous things, when in fact he finds the act of taking a life to be the most wondrous feeling of all. He offers a professional approach to removing threats.

    Shokamb
    Race: Human Mwangi
    Class: Alchemist 7
    Alignment: N

    A dark-skinned witch doctor from the jungles of the south. Shokamb seeks rare reagents and formulae from the vast expanse of the Inner Sea, so it’s no surprise that he ended up in the employ of a well-to-do wizard. He offers a variety of chemical effects and attacks typical of an alchemist.
    Last edited by Nickademus; October 14th, 2013 at 04:05.
    I never claimed to be sane. Besides, it's more fun this way.

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