<span class="bbc_font" style="font-family: impact;"><span class="bbc_size" style="font-size: 18pt;">CHARACTER CREATION &amp; HOUSE RULES</span></span><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">CHARACTER CONCEPTS AND CLASSES</div><div class="spoiler_body">All the classes from the Pathfinder are generally available, but let me know what your concept is.  Non-Pathfinder wise, the only other class available is the Binder (<em>a class that binds otherworldly entities not of the natural world, possibly even of the cosmos, but from beyond... into themselves to gain supernatural abilities and powers</em>) from <em><strong>Tome of Magic</strong></em>.  Still I'm one of the GMs that tries to say yes to as many things as possible, so if something is not available, try me and we'll see how it can be worked out...<br/><br/>All classes that utilise divine magic are required to also select a deity from which they draw their power from.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">CHARACTER RACES</div><div class="spoiler_body">The biggest change comes cosmetically to orcs (and thus the half-orc race).  In Emaeril, orcs are savage cat-like humanoids, albeit green bodied and black-haired.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">ABILITY SCORE GENERATION &amp; FURTHER INCREASES - HOUSE RULE</div><div class="spoiler_body">The campaign will use the point-buy system with 25 points available.  I won't beat around the bush - this is a tough campaign and to further compensate - all characters gain a +1 increase to <em><strong>all</strong></em> their stats at levels 6, 10, 14, and 18; this is in addition to the single ability increases at levels 4, 8, 12, 16, and 20.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">KNOWLEDGE SKILLS</div><div class="spoiler_body"><ul class="bbc_list"><li>Knowledge (<strong>Forbidden Lore</strong> - <em>aberrations, evil outsiders, evil deities, evil artifacts, and similar</em>) - every 3 ranks reduces your maximum <strong>Mental Stability</strong> by 1 (minimum of 1).</li><li>Knowledge (<strong>History</strong> - <em>split into each of the 11 regions, as seen on central map</em>)</li><li>Knowledge (<strong>Local</strong> - <em>split into each of the 11 regions, as seen on central map</em>) - just as you can use certain Knowledge skills to identify monsters and their weaknesses, Knowledge local can be used to to effect for major personalities as well as troops or organisations of a region to identify them and know their strategies and weaknesses.</li><li>Knowledge (<strong>World Lore</strong> - <em>general world history, major geographical features and locations, cultural locations, major faiths of regions, etc...</em>)</li><li>Knowledge (<strong>Tactics &amp; Warfare</strong> - <em>special applications, see below</em>)</li></ul>Knowledge tactics &amp; warfare is not rolled.  Instead, <span class="bbc_u">you</span> gain special expanded abilities to use when you use another knowledge skill to identify a monster or person.  Using the Knowledge skill in this way requires a <em><strong>move</strong></em> action, and lasts for 1 minute against a single targeted creature (unless stated otherwise).  Using this ability is taxing, and it can only be used 3/day at 1st level, 4/day at 3rd, 5/day at 6th, 6/day at 9, 7/day at 12th, 8/day at 15th, and 9/day at 18th.<br/><br/>The DC of the Knowledge check to attain these effects <span class="bbc_u">after you have identified</span> creature using a normal Knowledge check is <strong>DC 15</strong>.<br/><br/>The creature to be identified needs to be within 60 feet, and you must be aware of its presence (though line-of-sight is not necessary).<br/><br/>The ability gained is based on the number of ranks you posses, and you have all the abilities that came before it:<br/><ul class="bbc_list"><li><strong>1 rank - </strong><em><span class="bbc_u">Tactics</span>:</em> Successful identification grants a +1 on attack rolls against creature.  Beat the DC by 10 and the bonus is +2, beat by 20 and the bonus is +3.</li><li><strong>5 ranks - </strong><em><span class="bbc_u">Puissance</span>:</em> Successful identification grants a +1 on saving throws against the creatures abilities and spells.  Beat the DC by 10 and the bonus is +2, beat by 20 and the bonus is +3.</li><li><strong>8 ranks - </strong><em><span class="bbc_u">Foe</span>:</em> Successful identification grants an extra +1d6 on <em>weapon</em> damage rolls against that creature.  Beat the DC by 10 and the bonus is +2d6, beat by 20 and the bonus is +3d6. (This is unspecified damage and works regardless of whether the creature is immune to critical hits.)</li><li><strong>11 ranks - </strong><em><span class="bbc_u">Dread secret</span>:</em> Successful identification allows you to <em>dazzle</em> a creature for 1 round.  Beat the DC by 10 and you can <em>daze</em> it for 1 round, beat by 20 and the target is <em>stunned</em>. (This is <em>language-dependent</em> and requires you to speak aloud.  If the target is immune to <em>stunning</em>, such as most undead, you can choose to <em>daze </em>it instead.) </li><li><strong>14 ranks - </strong><em><span class="bbc_u">Foreknowledge</span>:</em> Successful identification grants a +1 <em>insight </em>bonus on AC against the creature's attacks.  Beat the DC by 10 and the bonus is +2, beat by 20 and the bonus is +3.</li></ul></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">PERFORM SKILLS</div><div class="spoiler_body"><ul class="bbc_list"><li>Perform (<strong>Prowess</strong> - <em>skill in the bedroom or anywhere really, with self or another</em>) - well... this is Elliquiy after all so...</li><li>Perform (<strong>Slander</strong> - <em>the ability to cause deterioration of attitude towards another</em>) - this skill modifies attitudes, just like all other Perform skills, save that you choose a target to slander when talking to another, and that person's attitude becomes progressively worse towards the victim of your slander - giving the opposite effects, all + to attitude become - and vice versa.</li></ul>In addition, all Perform skills (except for Perform [slander]) modify a person's attitude towards you like diplomacy can, but in a different way.  Any result less than a <span class="bbc_u">Routine</span> performance causes a -1 to a person's attitude towards you for 1 day.  <span class="bbc_u">Enjoyable</span> causes +1 to attitude for 1 day, <span class="bbc_u">Great</span> a +2 for 1 day, <span class="bbc_u">Memorable</span> a +1 for 1 day and a permanent +1 (for a +2 on a single day, and +1 there after), and <span class="bbc_u">Extraordinary</span> a permanent +2 to attitude.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">RESURRECTION, FATE &amp; CONCORDANCE - HOUSE RULE</div><div class="spoiler_body">All spells and abilities that resurrect or return to life are removed.  By way of compensation, all characters start with 3 <strong>Fate Points</strong>.  More Fate Points can be earned when a character performs an incredibly dramatic act who's consequences affect the world at large.  Whenever I feel this happens, I will send out a PM to all players, state the act for which I think 1 point of fate should be awarded to that player (I won't mention the wide-reaching effects of the act, that would be telling), and call a vote of yes or no and roll a d% - if half the players say yes and the dice result falls under 1-95, the point is awarded to the deserving.  Fate can be used in the following manner:<br/><ul class="bbc_list"><li><strong>Left for Dead:</strong> When a character would normally die, they can spend 1 point of fate to avoid being killed outright, and are left for dead.  Their HP stabalises at -5 (or you CON is set at 1 point if reduced to 0, and remain unconscious for 1d4 hours), and they recover 1 hp every hour until conscious.  Mind you, falling into a pit of acid or lava or similar situation where you would be continually 'killed', will drain your fate points at a phenomenal rate, so be warned.</li><li><strong>Mighty Blow:</strong> Rather than rolling for damage (physical or magical), a character can spend 1 point of fate to deal the maximum damage possible.  All damage dice inflict the maximum damage, including bonus damage (like sneak attacks).  Those who have used physical attacks, such as sword or arrow, also inflict a grievous wound for 1d4 Constitution <em>drain</em>.  When used in this manner, any non-magical weapon immediately breaks, and even magical weapons have a 50% chance to be destroyed.  Spell-casters using this option are immediately <em>fatigued</em> and suffer 2d4 Strength <em>damage</em>.</li><li><strong>Repentance:</strong> A character can spend 1 point of fate and meditate (or similar exercise, like pacing around a room in nervous sweat making silent vows) for 1d4 hours to reduce either their corruption or depravity score by 2d4 points (the Taint Mechanics of <em><strong>Heroes of Horror</strong></em>, representing effort to fight the evil that takes hold from within.</li></ul><strong>Concordance</strong> represents the fact that every player has a concept or a goal that the player considers so important to their character that they would not want another to infringe or impede it's acquisition, and would even like help from others to attain it.  Every character starts with 2 <strong>Concordance Points</strong>.  A character declares they are setting a goal and spends 1 point of Concordance.  Whilst this is in effect, I will ask all players to help that particular player achieve this goal (marry the princess, set up a fortress and standing army, etc, etc...).  Unlike Fate, Concordance is not earned - you have 2 points, and gain 1 more point at level 8 and 16.  Once spent, it is irretrievable.  No less, and <em><strong>no more</strong></em>.  :P <br/><ul class="bbc_list"><li>Whilst <strong>Concordance</strong> is in effect, all characters (except for the one that spent the Concordance point, who instead get a reasonable chance to achieve their target goal) gains 3% more XP on all XP earned.</li><li><strong>Concordance</strong> lasts until the goal is achieved or 3 character levels occur, regardless of when they spent the <strong>Concordance Point</strong>.  Obviously it is best to spend <strong>Concordance</strong> at the start of a new level (as opposed to just before you increase in level).</li><li><strong>Concordance</strong> only offers you the unwavering support of your party to aid you in achieving your goal - the goal isn't automatically accomplished for you.</li></ul></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">GAME MECHANICS - HOUSE RULE</div><div class="spoiler_body"><strong>Initiative:</strong> Initiative is calculated by the sum of your DEX modifier + <em><strong>Base</strong> Reflex save</em> + Misc modifiers such as feats.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">TAINT: CORRUPTION &amp; DEPRAVITY - VARIANT RULE</div><div class="spoiler_body"><em>Exposure to tangible evil, and rarely extreme mortal evil, can sometimes corrupt a character physically or bestow depravity upon their minds.  It is as it were, an occupational hazard of in world where people can (or choose) to battle evil.  This is meant to simulate why even the most noble of individuals can sometimes fall from their lofty ideals.</em><br/><br/>There are three levels of taint for each - <strong><em>mild, moderate, and severe</em></strong>.  Going further than this will kill a character (with corruption) or break their minds (depravity).  A tainted character is not evil, and very often anti-heroes have their share of taint (more often than not, depravity) ranging from mild to moderate.  Severe taint is more often than not, the province of the true villain.<br/><br/>Taint <strong>debilitates</strong>, but it also <strong>rewards</strong>.  Characters who attain taint get one <strong>bonus feat</strong> for moderate and <strong>one more bonus feat</strong> severe.  By example, a character with severe depravity and moderate corruption would have a total of three bonus feats.  The feats are attained the moment the taint threshold enters into moderate and severe and those thresholds become permanent (usually if taint has not been removed after 1d4 days).  In addition, certain feats (from Heroes of Horror) make use of taint to power special abilities.<br/><br/>Anyone who interested in this form of power and wants further information can contact the GM by PM.  I will also get in contact with you if your character becomes tainted.  Likewise, there is a feat called <strong>Pure Soul</strong> available to un-tainted, non-evil characters of any level, which renders them immune to taint of all kinds (so long as they remain non-evil).  If the purchase of a feat is too much, rest assured there are more mundane worldly methods to stave off taint.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">DREAD &amp; MENTAL STABILITY - HOUSE RULE</div><div class="spoiler_body"><em>It's not easy being an adventurer, being exposed shocking circumstances, the weariness of continual evil, despair from losing the important, even terrible fascination with certain thins - Dread is something that is on every adventurer's mind.</em><br/><br/>Character's are exposed to several situations (in escalating degree of least, moderate, severe) which can either shock them (<em>daze</em>, <em>stun</em> or <em>paralyse</em>), weary them (<em>fatigue</em>, <em>exhaust</em>, or <em>stagger</em>), cause them illness and despair (<em>sicken</em>, <em>nauseate</em>, or <em>disable</em>), or cause unnatural obsession (<em>fascinate</em>, or <em>confuse</em>).  Increased Fortitude (vs. illness and despair) or increased Will (vs. shock, weariness, and obsession) are the natural counters to avoid these effects.  A character can automatically pass these saving throws (thus avoiding the effects) if they desire, by taking damage to their Mental Stability (Dependent on the severity of dread - 1d4 for least, 2d4 for moderate, 2d6 for severe).<br/><br/>Your Mental Stability score = 4 (7 at 8th level, 10 at 16th level) + INT mod + WIS mod + CHA mod.  Every week that passes without adventuring or stressful activity, allows you to recover Mental Stability up to 1 + WIS mod (minimum 1); at 8th level this increases to 3 + WIS mod (minimum 1), and at 16th level increases to 5 + WIS mod (minimum 1).<br/><br/>Mental Stability can also be recovered by taking time to enjoy a <em><strong>Performance</strong></em>, be it singing, dancing, hearing an excellent speech by an exhorting monarch, or just plain ol' bedroom fun  ;) :P .  Whenever the perform skill is used and you are paying attention to it, you recover Mental Stability according to the success of the performance: recover 1 point for Enjoyable, 2 points for Great, 3 points for Memorable, and 4 points for Extraordinary.  When the performance finishes, roll 2d6 x 10 - the result is the total number of minutes you must have been subject to this performance - any less and you gain no benefit (resulting in the risk that some performances don't last that long - so choose them wisely as you can't gain another benefit until another week passes - such as a singer who only intends to sing for 20 minutes when you need 40 minutes to unwind properly; and in other cases, the performer can't... <em>*ahem*</em>... perform for that long because his/her Constitution wasn't high enough  XD )<br/><br/><strong>NEW:</strong>You can be the subject of your own performance (playing the harp, practicing your singing, etc, etc...), but it takes 1d3 times longer to gain the benefit ([2d6 x 10] x 1d3 minutes]).  The benefit here is that you can roll the minutes need <em>before</em> you start your performance - you always know how long you need to unwind yourself.  But there is still the matter of that Constitution check (modified by the Endurance, Great Fortitude, and Iron Will feats, and +1 for every 5 ranks you have in the necessary Perform skill [practice makes perfect!  ;) ]) to go the distance!  DC 5 for 15 minutes, DC 10 for 30, DC 15 for 45, DC 20 for 60, etc, etc...</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">ITEMS GALORE, NOT ANYMORE - HOUSE RULE</div><div class="spoiler_body">Character's no longer have to worry about the syndrome of carrying so many magic items that they practically own everything but the kitchen sink.  Instead, all characters possess what is known as an <em><strong>Arcana Potentiae</strong></em>.  This is simply a fancy was of saying that characters possess some an inherent magical ability which they can invest in magical upgrades to improve themselves, and this <em><strong>Arcana Potentiae</strong></em> is equal to the character wealth by level on p.399 of the core rule book.  <em><strong>Arcana Potentiae</strong></em> represents how much magical power a character can have at any one time, inherent or external, but using Potentiae to 'upgrade' a character's abilities, that upgrade is permanent and the Potentiae cannot be easily recouped until the next level, whereupon the character is free to reassign their Potentiae.<br/><br/>E.g. Lurica is a 3rd level Rogue, 1st lever Fighter so her <em><strong>Arcana Potentiae</strong></em> is 6000 (a 4th level character being entitled to 6000 gp of goodies).  She decides she wants her weapon to be deadlier and so assigns 2000 points to gain a +1 weapon enhancement bonus (as if she were paying gold to purchase a +1 weapon).  From now on any weapon she holds and is proficient with strikes and damages with a +1 enhancement bonus (<em>however</em> that weapon is not considered magical).  She now has 4000 points of Potentiae left.  She chooses to use the remaining to gain a +2 armour bonus for 4000 Points, and her Arcana Potentiae is 0.  Now anytime she wears armour that she is proficient in, that armour gains +2 to the AC it offers, just as if that armour was a magical <em>+2 armour</em> (but just as before, the armour is not considered magical).  Now she later finds a rare magic item; <em>Lesser Bracers of Archery</em> (Value 5000 gp and thus an <em><strong>Arcana Potentiae</strong></em> of the same).  She wears them, but nothing happens.  With all her <em><strong>Arcana Potentiae </strong></em>directed <span class="bbc_u">inwards</span>, nothing flows <span class="bbc_u">outward</span> to aid in powering the item.<br/><br/>Lurica could have instead of taking an armour bonus (which only works when she dons armour) taken a +1 deflection bonus for 2000 points (as if she had acquired a <em>ring of protection +1</em>).  Now she needs not wear any armour to get the +1 deflection bonus to her AC, but obviously its a more expensive ability for less effect.<br/><br/>Obviously this house rule means that magic items return to being the rare items of power that are hotly contested (and a <em>+1 weapon</em> is actually magical, and can thus bypass certain types of damage reduction), and that character's are not afraid to leave a weapon that is so powerful they'll drag it with them to bed and everywhere else, simply because it becomes so inconvenient to be without it!  Trade off is obviously versatility - if you don't use your Arcana Potentiae you'll be able to access magical items of various sorts and switch them around as you need them - but the outside world often knows about such things (especially with a <em>detect magic</em> spell just around the corner) and you make yourself a target for robbers and every manner of less-than-legal opportunist.<br/><br/>Some items cannot be incorporated into yourself for obvious reasons.  A wizard's staff, wands, scrolls, etc, etc...  Generally if you could wear or wield the item and the power doesn't need to be activated, or if activated does not produce a tangible or visible magical effect; you can use your Arcana Potentiae to make it an inherent ability of yours.  By the same logic, the effects are not considered a permanent part of you - your +4 enhancement to INT doesn't give you the benefit of more spells slots, though it will boost the DC of your spells, just as if you had worn a Headband of Mental Superiority +4.  Under this variation house rule, body slots don't matter, unless you physically have a magical item that you need to wear.  At any rate, simply ask me when you have an item's ability that you would like to spend potentiae on to make it inherent to you, and I'll determine if its correct and possible.  Finally, <strong><em>Arcana Potentiae</em></strong> does not stack with magical items of the same ability.<br/><br/>E.g. using Lurica's example after she is reduced to 0 Potentiae with her inherent enhancements.  She finds herself trapped against a beast, who's hide possesses DR 10/magic.  Desperately rolling across the floor, her hand falls into an earthy tomb and she feels the hilt of a sword.  It's a <em>+1 longsword</em> and thus is considered magic and can bypass the hide of the beast!  Nor does when she wields it suddenly find it becomes an unbearable weight in her hand because she does not have enough Potentiae (since it is the same as her +1 inherent enhancement, also worth 1000).  But if she had been unfortunate enough to get a <em>+2 longsword</em> (powered at 8000 Potentiae), well... hope may not be warranted at this point, as the sword turns into an unbearably heavy weight in her hands.<br/><br/>Here's to making a purse bursting with gold coins make you feel like you're rich once more, a 500 gp reward from the mayor feels like real reward, and when you find a treasure chest brimming with gold, even if it <em>is</em> a 6-way share, you can still confidently, and proudly, say - <strong>"Dear diary </strong> 8-) <strong>.  JACKPOT! </strong> &gt;:) <strong>"</strong></div></div><br/>More soon...