Tag: Rules

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  • Rules

    * Spell DC is now 10 + ½ caster level (round down) + caster stat, no spell level involved * CMB never includes weapon bonuses; enchantments, weapon focus feats etc. * Leveling [[Experience]] is extremely simplified; 10 Exp are needed per level, Exp …

  • Character Creation

    Ability Scores: 20 point buy [[The People |Race]]: All Core are available plus a few variants for the setting Class: Starting at 1st level; all pathfinder class are available though some changes to a few classes due to lack of alignment, nature …

  • Lingering Injury

    Massive Damage & Lingering Injury Lingering injury and massive damage. If you drop below 0 or if you ever sustain a single attack that deals half your total hit points (minimum 50 points of damage) you suffer a lingering injury in addition to the hp loss …

  • Alignment Removal

    For this game we will be doing away with the D&D/Pathfinder alignment system, in its place there is the [[Vice, Virtue, and Allegiances |virtue vice system]], white wolf esk but bent a bit. This will have some effects on classes and spells as well as …

  • Vice, Virtue, and Allegiances

    In place of alignment each player has a set of values representative of his or her personality; A Vice, a Virtue, a Major and a Minor Allegiance. A Vice and Virtue must be selected at character creation though these may change as a character grows and …

  • Experience

    Within this game Exp will not be Pathfinder standard, in part because who needs that unnecessary math. I’d like to reduce this to as simple a process as I can, as such exp is now 0-10 where each time you make it to 10 Exp you level. We also will be doing …

  • Technologies and Crafting

    Within the scope of this game there are a handful of new technologies which in turn come with a few new rules; magical crafting is included in these rules, for simplicity/uniformity. h2. *Crafting* p(. First each new technology type has a Knowledge …

  • Languages

    The languages spoken and read in throughout the world of Praemal are numerous and varied. Most of the major languages appear in the list below. h2. *Common Languages* p(. *Common (Imperial):* A variation of Old Prustan, this language could be …

  • Ethertech

    Etheric items and effects are Supernatural (Su) This is the newest technology, coming into its own only in the past half century. Etheric tech harnesses natural energies like arcane charge and electricity to manipulate etheric energies, often producing …

  • Arcane

    Arcane items and effects are, as always, Spell and Spell-Like(Sp) Not a technology in a classical sense but magic has certainly been changed by the modern age. Mass printing of books and development of the scientific processes has shaped the Wizards …

  • Chaostech

    "Chaostech (Google Doc)":https://docs.google.com/document/d/1UfMyjmMRXzvGtU1qTKajMzyYG7JgJJnU4as-FJvaTK0/edit?usp=sharing There are forces in the world stranger and more powerful than magic, forces that hardly give a care to the actions of mortals and …

  • Airships

    "Airships (Google Doc)":https://docs.google.com/document/d/1xezgRc18VQMMijzZfiKXh9wu7Snj3ZhgZa2VrqN7yfs/edit?usp=sharing